Reputation: 325
I'm using shaders on PyOpenGL to render things, and now I want to use matrices to transform my vertices by passing them to the shaders. For this, I define a transformation matrix in my main code using glm, and then I try to pass it as a uniform to my vertex shader using glUniformMatrix4fv
and glm.value_ptr
.
When I try to run my code, it returns me an invalid operation error:
OpenGL.error.GLError: GLError(
err = 1282,
description = b'invalid operation',
baseOperation = glUniformMatrix4fv,
pyArgs = (
3,
1,
GL_FALSE,
<glfw.LP_c_float object at 0x7f40928b8b70>,
),
cArgs = (
3,
1,
GL_FALSE,
<glfw.LP_c_float object at 0x7f40928b8b70>,
),
cArguments = (
3,
1,
GL_FALSE,
<glfw.LP_c_float object at 0x7f40928b8b70>,
)
)
Here's the relevant code section:
trans = glm.mat4(1.0)
trans = glm.rotate(trans, glm.radians(90), glm.vec3(0, 0, 1))
trans = glm.scale(trans, glm.vec3(0.5, 0.5, 0.5))
shaderProgram = shaderUtils.shader(vert_shader_file, frag_shader_file)
shaderProgram.compile()
transformLocation = glGetUniformLocation(shaderProgram.getID(), 'transform')
glUniformMatrix4fv(transformLocation, 1, GL_FALSE, glm.value_ptr(trans))
And here's my vertex shader:
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 transform;
void main() {
gl_Position = transform * vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
I had already experienced a similar error when using glLoadMatrix
and glm.value_ptr
. I had worked around it by turning the matrix into a list using a list comprehension, and I suspect it would work also in this case.
I was wondering if glm.value_ptr
is just generally broken in Python, or if I'm just using it wrong? Thanks!
Upvotes: 1
Views: 999
Reputation: 210908
The issue is not caused by glm.value_ptr
. You do not get a type error, you ge the OpenGL error "invalid operation".
The error is caused, because you missed to install the shaderProgram
before glUniformMatrix4fv
.
glUseProgram(shaderProgram.getID())
glUniformMatrix4fv(transformLocation, 1, GL_FALSE, glm.value_ptr(trans))
Note, glUniform
* sets a value to a uniform in the default uniform block of the currently installed program and causes a GL_INVALID_OPERATION
error, if there is no current program object.
Upvotes: 1