Python Linux OpenGL代码失败,适用于Mac&;窗户

Python Linux OpenGL代码失败,适用于Mac&;窗户,python,python-2.7,wxpython,pyopengl,Python,Python 2.7,Wxpython,Pyopengl,我有一个相当复杂的基于Python的OpenGL代码,在Windows和Mac上运行良好,但在Linux上使用奇怪的带状球体时失败。从两个角度来看: 下面是相同代码在Mac上绘制的内容: 问题不仅在于球体,而且这是最容易表现出来的。这个问题对比我更有OpenGL经验的人有什么建议吗 谢谢你的任何提示或建议 下面是一些显示此问题的示例代码 '''Draws a sphere and axis triplet with openGL; rotates with mouse drag. This w

我有一个相当复杂的基于Python的OpenGL代码,在Windows和Mac上运行良好,但在Linux上使用奇怪的带状球体时失败。从两个角度来看:

下面是相同代码在Mac上绘制的内容:

问题不仅在于球体,而且这是最容易表现出来的。这个问题对比我更有OpenGL经验的人有什么建议吗

谢谢你的任何提示或建议

下面是一些显示此问题的示例代码

'''Draws a sphere and axis triplet with openGL; rotates with mouse drag.
This works fine on Windows and Mac, but sphere displays strangely on Linux
'''
import sys
import math
import numpy as np
import numpy.linalg as nl
import wx
import wx.glcanvas
import OpenGL.GL as GL
import OpenGL.GLU as GLU
drawingData = {
    'oldxy' : [0, 0],
    'Quaternion' : np.array([ 0.11783419,  0.87355958,  0.09141639,  0.4633053 ]),
    'linecolors': [(np.array([[0, 0, 0], [1, 0, 0]]), [255,   0,   0]),
                   (np.array([[0, 0, 0], [0, 1, 0]]), [  0, 255,   0]),
                   (np.array([[0, 0, 0], [0, 0, 1]]), [  0,   0, 255])],
}

def Q2Mat(Q):
    ''' make rotation matrix from quaternion
    '''
    QN = Q/np.sqrt(np.sum(np.array(Q)**2))
    aa = QN[0]**2
    ab = QN[0]*QN[1]
    ac = QN[0]*QN[2]
    ad = QN[0]*QN[3]
    bb = QN[1]**2
    bc = QN[1]*QN[2]
    bd = QN[1]*QN[3]
    cc = QN[2]**2
    cd = QN[2]*QN[3]
    dd = QN[3]**2
    M = [[aa+bb-cc-dd, 2.*(bc-ad),  2.*(ac+bd)],
        [2*(ad+bc),   aa-bb+cc-dd,  2.*(cd-ab)],
        [2*(bd-ac),    2.*(ab+cd), aa-bb-cc+dd]]
    return np.array(M)

def prodQVQ(Q,V):
    """compute the quaternion vector rotation qvq-1 = v'
    """
    T2 = Q[0]*Q[1]
    T3 = Q[0]*Q[2]
    T4 = Q[0]*Q[3]
    T5 = -Q[1]*Q[1]
    T6 = Q[1]*Q[2]
    T7 = Q[1]*Q[3]
    T8 = -Q[2]*Q[2]
    T9 = Q[2]*Q[3]
    T10 = -Q[3]*Q[3]
    M = np.array([[T8+T10,T6-T4,T3+T7],[T4+T6,T5+T10,T9-T2],[T7-T3,T2+T9,T5+T8]])
    VP = 2.*np.inner(V,M)
    return VP+V

def invQ(Q):
    '''get inverse of quaternion q=r+ai+bj+ck; q* = r-ai-bj-ck
    '''
    return Q*np.array([1,-1,-1,-1])

def AVdeg2Q(A,V):
    ''' convert angle (degrees) & vector to quaternion
        q=r+ai+bj+ck
    '''
    sind = lambda x: math.sin(x*math.pi/180.)
    cosd = lambda x: math.cos(x*math.pi/180.)
    Q = np.zeros(4)
    d = nl.norm(np.array(V))
    if not A:       #== 0.!
        A = 360.
    if d:
        V = V/d
        p = A/2.
        Q[0] = cosd(p)
        Q[1:4] = V*sind(p)
    else:
        Q[3] = 1.
    return Q

def prodQQ(QA,QB):
    ''' Grassman quaternion product, QA,QB quaternions; q=r+ai+bj+ck
    '''
    D = np.zeros(4)
    D[0] = QA[0]*QB[0]-QA[1]*QB[1]-QA[2]*QB[2]-QA[3]*QB[3]
    D[1] = QA[0]*QB[1]+QA[1]*QB[0]+QA[2]*QB[3]-QA[3]*QB[2]
    D[2] = QA[0]*QB[2]-QA[1]*QB[3]+QA[2]*QB[0]+QA[3]*QB[1]
    D[3] = QA[0]*QB[3]+QA[1]*QB[2]-QA[2]*QB[1]+QA[3]*QB[0]
    return D

def RenderUnitVectors(x,y,z):
    'Show the axes'
    GL.glEnable(GL.GL_COLOR_MATERIAL)
    GL.glLineWidth(2)
    GL.glEnable(GL.GL_BLEND)
    GL.glBlendFunc(GL.GL_SRC_ALPHA,GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glEnable(GL.GL_LINE_SMOOTH)
    GL.glPushMatrix()
    GL.glTranslate(x,y,z)
    GL.glScalef(1,1,1)
    GL.glBegin(GL.GL_LINES)
    for line,color in drawingData['linecolors']:
            GL.glColor3ubv(color)
            GL.glVertex3fv(-line[1]/2.)
            GL.glVertex3fv(line[1]/2.)
    GL.glEnd()
    GL.glPopMatrix()
    GL.glColor4ubv([0,0,0,0])
    GL.glDisable(GL.GL_LINE_SMOOTH)
    GL.glDisable(GL.GL_BLEND)
    GL.glDisable(GL.GL_COLOR_MATERIAL)

def RenderSphere(x,y,z,radius,color):
    'show a sphere'
    GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_DIFFUSE,color)
    GL.glPushMatrix()
    GL.glTranslate(x,y,z)        
    GL.glMultMatrixf(np.eye(4).T)
    GLU.gluSphere(GLU.gluNewQuadric(),radius,20,10)
    GL.glPopMatrix()

class myGLCanvas(wx.Panel):
    def __init__(self, parent, id=-1,dpi=None,**kwargs):
        wx.Panel.__init__(self,parent,id=id,**kwargs)
        if 'win' in sys.platform:           # for Windows (& darwin==Mac) -- already double buffered
            attribs = None
        else:                               # Linux
            attribs = [wx.glcanvas.WX_GL_DOUBLEBUFFER,]
        self.canvas = wx.glcanvas.GLCanvas(self,-1,attribList=attribs,**kwargs)
        self.context = wx.glcanvas.GLContext(self.canvas)
        self.canvas.SetCurrent(self.context)
        sizer=wx.BoxSizer(wx.VERTICAL)
        sizer.Add(self.canvas,1,wx.EXPAND)
        self.SetSizer(sizer)
        self.canvas.Bind(wx.EVT_MOTION, self.OnMouseMove)
        self.Draw()
        self.Draw()
        return

    def OnMouseMove(self,event):
        if not event.Dragging():
            drawingData['oldxy'] = list(event.GetPosition())
            return
        # Perform a rotation in x-y space
        oldxy = drawingData['oldxy']
        if not len(oldxy): oldxy = list(event.GetPosition())
        dxy = event.GetPosition()-oldxy
        drawingData['oldxy'] = list(event.GetPosition())
        V = np.array([dxy[1],dxy[0],0.])
        A = 0.25*np.sqrt(dxy[0]**2+dxy[1]**2)
        if not A: return
        # next transform vector back to xtal coordinates via inverse quaternion & make new quaternion
        Q = drawingData['Quaternion']
        V = prodQVQ(invQ(Q),np.inner(np.eye(3),V))
        Q = prodQQ(Q,AVdeg2Q(A,V))
        drawingData['Quaternion'] = Q
        self.Draw()

    def Draw(self):
        GL.glClearColor(0.,0.,0.,0.)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        GL.glInitNames()
        GL.glPushName(0)

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        GL.glViewport(0,0,*self.canvas.GetSize())
        GLU.gluPerspective(20.,self.canvas.GetSize()[0]*1./self.canvas.GetSize()[1],7.5,12.5)
        GLU.gluLookAt(0,0,10,0,0,0,0,1,0)

        # Set Lighting            
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_LIGHTING)
        GL.glEnable(GL.GL_LIGHT0)
        GL.glLightModeli(GL.GL_LIGHT_MODEL_TWO_SIDE,0)
        GL.glLightfv(GL.GL_LIGHT0,GL.GL_AMBIENT,[1,1,1,1])
        GL.glLightfv(GL.GL_LIGHT0,GL.GL_DIFFUSE,[1,1,1,1])

        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()
        matRot = Q2Mat(drawingData['Quaternion'])
        matRot = np.concatenate((np.concatenate((matRot,[[0],[0],[0]]),axis=1),[[0,0,0,1],]),axis=0)
        GL.glMultMatrixf(matRot.T)
        GL.glMultMatrixf(np.eye(4).T)
        Tx,Ty,Tz = (0.20045985394544949, 0.44135342324377724, 0.40844172594191536)
        GL.glTranslate(-Tx,-Ty,-Tz)
        RenderUnitVectors(Tx,Ty,Tz)
        RenderSphere(0, 0, 0, 0.804, [1.,  1.,  1.])
        self.canvas.SetCurrent(self.context)
        self.canvas.SwapBuffers()

class GUI(wx.App):
    def OnInit(self):
        frame = wx.Frame(None,-1,'ball rendering',wx.DefaultPosition,wx.Size(400,400))
        frame.Show()
        wx.CallAfter(myGLCanvas,frame,size=wx.Size(400,400)) # wait for frame to be displayed
        self.MainLoop()
        return True

if __name__ == '__main__':
    GUI()

您必须根据硬件条件,通过设置指定深度缓冲区的位数。深度缓冲区的大小应为16、24或32

attribs = [
     wx.glcanvas.WX_GL_RGBA,
     wx.glcanvas.WX_GL_DOUBLEBUFFER,
     wx.glcanvas.WX_GL_DEPTH_SIZE, 16]
另见:


创建了一个大大缩短的代码来说明问题。还没有在Linux上完全测试(在我调试轮换之前确实显示了问题)。FWIW,通过在Mac上打开WX_GL_DOUBLEBUFFER,我可以看到类似于Linux的问题。这确实是问题所在!因为我想在不同的硬件上支持wx 2.8和不同的缓冲区深度,所以我将wx.glcanvas.glcanvas和wx.glcanvas.GLContext调用放在try/except块内的一个循环中,然后依次尝试32、24和16位。