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  1. POImplementing pyglet breaks my once working framebuffer OpenGL code
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    copied!<p>This question repeats my earlier one but my earlier one was a failure because I didn't copy some vital information correctly, so I have to redo it.</p> <p>I'm getting an error with a call to an OpenGL function. Maybe pyglet isn't initialising OpenGL correctly? The error happens with a simple function that worked before:</p> <pre><code> def setup_framebuffer(surface): #Create texture if not done already if surface.texture is None: create_texture(surface) #Render child to parent if surface.frame_buffer is None: surface.frame_buffer = glGenFramebuffersEXT(1) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0) glPushAttrib(GL_VIEWPORT_BIT) glViewport(0,0,surface._scale[0],surface._scale[1]) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix gluOrtho2D(0,surface._scale[0],0,surface._scale[1]) </code></pre> <p>The error is:</p> <p>glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) ctypes.ArgumentError: argument 2: : wrong type</p> <p>Wrong type? Then is glGenFramebuffersEXT(1) giving the wrong type now? Why would that be?</p> <p>Before that function is called I initialise a class instance which manages my game. Here's the <strong>init</strong> method:</p> <pre><code>pyglet.options['audio'] = ('alsa','openal','directsound','silent') self.keys = [False] * 323 self.events = [] self.title = title self.game_size = game_size self.first_screen = (1280,720) #Take 120 pixels from the height because the menu bar, window bar and dock takes space config = pyglet.gl.Config(alpha_size=8,double_buffer=True,sample_buffers=1,samples=4) self.window = pyglet.window.Window(game_size[0],game_size[1],title,True,config=config) self.window.set_handler('on_draw',self.game_loop) self.window.set_handler('on_resize',self.reshaped) self.window.set_handler('on_key_press',self.keydown) self.window.set_handler('on_key_release',self.keyup) self.window.set_handler('on_mouse_press',self.mouse_func) glViewport(0,0,self.first_screen[0],self.first_screen[1]) #Creates the viewport which is mapped to the window glEnable(GL_BLEND) #Enable alpha blending glEnable(GL_TEXTURE_2D) #Enable 2D Textures glEnable(GL_MULTISAMPLE) #Enable Multisampling anti-aliasing glEnable(GL_POLYGON_SMOOTH) #Enable antialiased polygons glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST) glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix gluOrtho2D(0,1280,720,0) #Set an orthorgraphic view self.game_gap = (0,0) self.on_exit = on_exit self.mod_key = 1024 if sys.platform == "darwin" else 64 Surface.__init__(self,game_size) self.screen_change = True self.frames = [time.time()] self.fps = 60 self.last_time = 0 self.fade_surface = Surface([1280,720]) pyglet.font.add_file(os.path.dirname(sys.argv[0]) + "/NEUROPOL.ttf") pyglet.font.load('NEUROPOL') </code></pre> <p>Surface is a class that I made which acts a bit like the pygame.Surface class but uses OpenGL textures.</p> <p>That method sets up the Window and OpenGL (Probably not properly which is the problem?) and after calling it I set-up some things for my game which uses the setup_framebuffer function for rendering to textures. Then pyglet.app.run() is called which should hopefully run my game_loop method since I did self.window.set_handler('on_draw,self.game_loop) but my game crashes before it gets there.</p> <p>This is the first time I've use pyglet. The documentation doesn't explain to me what I'm doing wrong. Can anyone help?</p> <p>Thank you.</p>
 

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