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pyopengl纹理_使用PyOpenGL渲染带纹理的矩形

我正在使用PyOpenGL进行一个项目,目前我正试图让OpenGL呈现一种启动屏幕。我决定画一个有纹理的二维矩形。不幸的是,不管我做什么,什么都画不出来,我只是得到了一个黑色的屏幕(所以我想有些东西是画出来的,否则它会是一个透明的窗口,但绝对不是我想要的)。这是我们班的相关代码:class ClassThing:

def __init__(self):

self.Splash = True

glutInit(sys.argv)

def TexFromPNG(self, filename):

img = Image.open(filename)

img_data = numpy.array(list(img.getdata()), numpy.uint8)

texture = glGenTextures(1)

glPixelStorei(GL_UNPACK_ALIGNMENT,1)

glBindTexture(GL_TEXTURE_2D, texture)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)

return texture

def run(self):

glutInitDisplayMode(GLUT_RGBA)

glutInitWindowSize(256,224)

self.window = glutCreateWindow("GL")

glutDisplayFunc(self.draw)

glClearColor(0,0,0,0)

glEnable(GL_TEXTURE_2D)

glEnable(GL_VERTEX_ARRAY)

self.MainTex = glGenTextures(1)

self.SplashTex = self.TexFromPNG("Resources/Splash.png")

glutMainLoop()

def draw(self):

glClear(GL_COLOR_BUFFER_BIT)

glLoadIdentity()

if self.Splash:

glBindTexture(GL_TEXTURE_2D, self.SplashTex)

else:

glBindTexture(GL_TEXTURE_2D, self.MainTex)

glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)

Varray = numpy.array([[0,0],[0,256],[224,256],[224,0]],numpy.uint16)

glVertexPointer(2,GL_SHORT,0,Varray)

indices = [0,1,2,3]

glDrawElements(GL_QUADS,1,GL_UNSIGNED_SHORT,indices)

glFlush()

thing = ClassThing()

thing.run()

就像我说的,就是用一个完全黑色的屏幕网住我。感觉好像我错过了某种初始化或启用,但我不知道还需要启用什么。

另外,显然glVertexPointer已被弃用,如果没有它,我将如何运行gldrawerments?有没有类似于纹理生成的顶点生成方法?