This is my source code https://paste.fedoraproject.org/428184/89404314/
The error I got is this:
C:\Python27>python.exe wx_gl_vbo_001.py
Traceback (most recent call last):
File "wx_gl_vbo_001.py", line 63, in <module>
MyApp(redirect = False).MainLoop()
File "C:\Python27\lib\site-packages\wx-3.0-msw\wx\_core.py", line 8628, in __init__
self._BootstrapApp()
File "C:\Python27\lib\site-packages\wx-3.0-msw\wx\_core.py", line 8196, in _BootstrapApp
return _core_.PyApp__BootstrapApp(*args, **kwargs)
File "wx_gl_vbo_001.py", line 60, in OnInit
canvas = MyCanvas(frame)
File "wx_gl_vbo_001.py", line 16, in __init__
}""", GL_VERTEX_SHADER)
File "C:\Python27\lib\site-packages\OpenGL\latebind.py", line 44, in __call__
self._finalCall = self.finalise()
File "C:\Python27\lib\site-packages\OpenGL\extensions.py", line 245, in finalise
self.__name__,
OpenGL.error.NullFunctionError: Attempt to call an undefined alternate function (glCompileShader, glCompileShaderARB), check for bool(glCompileShader) before calling
dir(shaders) come with this functions:
'compileProgram', 'compileShader', 'found', 'fragment_shader', 'geometry_shader4', 'get_program_binary', 'glAttachShader', 'glBindAttribLocation', 'glCompileShader', 'glCreateProgram', 'glCreateShader',
Sorry for getting back to you so late. Here is a demo that renders a triangle with opengl using the wxpython toolkit (which I have never tried before). In addition to what I noticed in the comments, I saw that you are not using the entire contents of your vbo array and that some of the things in your code such as "self.haveInited" were not necessary. Here is a sample that renders a vbo triangle using OpenGL 2.1.
import wx
from wx import glcanvas
import sys
from OpenGL.GL import *
from OpenGL.arrays import vbo
from OpenGL.GL import shaders
import numpy as np
class MyCanvas(glcanvas.GLCanvas):
def __init__(self, parent):
glcanvas.GLCanvas.__init__(self, parent, -1)
self.context = glcanvas.GLContext(self)
self.Bind(wx.EVT_PAINT, self.OnPaint)
def OnPaint(self, event):
dc = wx.PaintDC(self)
self.SetCurrent(self.context)
self.InitGL()
self.OnDraw()
def InitGL(self):
glClearColor(0, 0, 0, 1)
VERTEX_SHADER = shaders.compileShader("""
#version 120
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader("""
#version 120
void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
}
""", GL_FRAGMENT_SHADER)
self.shader = shaders.compileProgram(VERTEX_SHADER,FRAGMENT_SHADER)
self.vbo = vbo.VBO(np.array([
[ 0, 1, 0 ],
[ -1,-1, 0 ],
[ 1,-1, 0 ],
],'f'))
def OnDraw(self):
self.OnSize()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
shaders.glUseProgram(self.shader)
self.vbo.bind()
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointerf(self.vbo)
glDrawArrays(GL_TRIANGLES, 0, 9)
self.vbo.unbind()
glDisableClientState(GL_VERTEX_ARRAY)
shaders.glUseProgram(0)
self.SwapBuffers()
def OnSize(self):
size = self.size = self.GetClientSize()
glViewport(0, 0, size.width, size.height)
class MyApp(wx.App):
def __init__(self):
wx.App.__init__(self)
def OnInit(self):
frame = wx.Frame(None, title="OpenGL Test", size=(400, 300))
frame.Show(True)
c = MyCanvas(frame)
return True
app = MyApp()
app.MainLoop()
Hope it helps!