[Example] Falling Textured Cubes. Panda3D Bullet Physics Wrapper. PyQt5 (PySide2) + Bullet + OpenGL 3.3
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I tried to use PyBullet but it is very complicated and I cannot understand haw to use it with OpenGL. The Panda3D Bullet wrapper is only one way that I found. And there is a very great manual: https://docs.panda3d.org/1.10/python/programming/physics/bullet/index I hope I will not have unresolved problems with using the Panda3D Bullet wrapper with Qt and OpenGL.
I use:
- the Panda3D Bullet wrapper for Physics
- PyQt5 (and PySide2) for creating a window
- OpenGL 3.3 for rendering
I created a textured cube with Blender and GIMP. I exported the cube to dae (COLLADA) and imported it to my program with built-in Qt XML parser.
Source:
- PyQt5: https://rextester.com/MKV35748
- PySide2: https://rextester.com/RAHNB58294
PyQt5:
import sys import numpy as np from OpenGL import GL as gl from PyQt5.QtWidgets import QApplication, QOpenGLWidget from PyQt5.QtGui import QOpenGLShaderProgram, QOpenGLShader, QOpenGLBuffer from PyQt5.QtGui import QOpenGLTexture, QImage from PyQt5.QtGui import QMatrix4x4, QVector3D, QQuaternion from PyQt5.QtXml import QDomDocument, QDomElement from PyQt5.QtCore import Qt, QFile, QIODevice from PyQt5.QtCore import QTimer, QElapsedTimer from panda3d.bullet import BulletWorld from panda3d.core import TransformState, Vec3, Quat, Point3 from panda3d.bullet import BulletBoxShape from panda3d.bullet import BulletRigidBodyNode # Assets: # Cube Texture: https://dl.dropboxusercontent.com/s/tply9ubx3n3ycvv/cube.png # Cube Model: https://dl.dropboxusercontent.com/s/0aktc37c3nx9iq3/cube.dae # Plane Texture: https://dl.dropboxusercontent.com/s/3iibsnvyw0vupby/plane.png # Plane Model: https://dl.dropboxusercontent.com/s/e0wktg69ec3w8pq/plane.dae class VertexBuffers: vertex_pos_buffer = None normal_buffer = None tex_coord_buffer = None amount_of_vertices = None class Locations: mvp_matrix_location = None model_matrix_location = None normal_matrix_location = None class Object3D: position = QVector3D(0, 0, 0) rotation = QVector3D(0, 0, 0) scale = QVector3D(1, 1, 1) mvp_matrix = QMatrix4x4() model_matrix = QMatrix4x4() normal_matrix = QMatrix4x4() def __init__(self, vert_buffers, locations, texture, world, mass, pos): self.vert_pos_buffer = vert_buffers.vert_pos_buffer self.normal_buffer = vert_buffers.normal_buffer self.tex_coord_buffer = vert_buffers.tex_coord_buffer self.amount_of_vertices = vert_buffers.amount_of_vertices self.mvp_matrix_location = locations.mvp_matrix_location self.model_matrix_location = locations.model_matrix_location self.normal_matrix_location = locations.normal_matrix_location self.texture = texture self.shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5)) self.node = BulletRigidBodyNode('Box') self.position = pos self.mass = mass self.node.setMass(self.mass) p = Point3(self.position.x(), self.position.y(), self.position.z()) q = Quat.identQuat() s = Vec3(1, 1, 1) self.transform = TransformState.make_pos_quat_scale(p, q, s) self.node.setTransform(self.transform) self.node.addShape(self.shape) self.world = world self.world.attachRigidBody(self.node) def draw(self, program, proj_view_matrix): program.bind() self.vert_pos_buffer.bind() program.setAttributeBuffer(0, gl.GL_FLOAT, 0, 3) program.enableAttributeArray(0) self.normal_buffer.bind() program.setAttributeBuffer(1, gl.GL_FLOAT, 0, 3) program.enableAttributeArray(1) self.tex_coord_buffer.bind() program.setAttributeBuffer(2, gl.GL_FLOAT, 0, 2) program.enableAttributeArray(2) self.position.setX(self.node.getTransform().pos.x) self.position.setY(self.node.getTransform().pos.y) self.position.setZ(self.node.getTransform().pos.z) hpr = self.node.getTransform().getHpr() pandaQuat = Quat() pandaQuat.setHpr(hpr) quat = QQuaternion(pandaQuat.getX(), pandaQuat.getY(), pandaQuat.getZ(), pandaQuat.getW()) self.model_matrix.setToIdentity() self.model_matrix.translate(self.position) self.model_matrix.rotate(quat) self.model_matrix.scale(self.scale) self.mvp_matrix = proj_view_matrix * self.model_matrix self.normal_matrix = self.model_matrix.inverted() self.normal_matrix = self.normal_matrix[0].transposed() program.bind() program.setUniformValue(self.mvp_matrix_location, self.mvp_matrix) program.setUniformValue(self.model_matrix_location, self.model_matrix) program.setUniformValue(self.normal_matrix_location, self.normal_matrix) self.texture.bind() gl.glDrawArrays(gl.GL_TRIANGLES, 0, self.amount_of_vertices) class Window(QOpenGLWidget): def __init__(self): super().__init__() self.setWindowTitle("Bullet Physics") self.resize(268, 268) def initializeGL(self): gl.glClearColor(0.2, 0.2, 0.2, 1) gl.glEnable(gl.GL_DEPTH_TEST) vertShaderSrc = """ #version 330 core in vec4 aPosition; in vec4 aNormal; in vec2 aTexCoord; uniform mat4 uMvpMatrix; uniform mat4 uModelMatrix; uniform mat4 uNormalMatrix; out vec3 vPosition; out vec3 vNormal; out vec2 vTexCoord; void main() { gl_Position = uMvpMatrix * aPosition; vPosition = vec3(uModelMatrix * aPosition); vNormal = normalize(vec3(uNormalMatrix * aNormal)); vTexCoord = aTexCoord; } """ fragShaderSrc = """ #version 330 core const vec3 lightColor = vec3(0.8, 0.8, 0.8); const vec3 lightPosition = vec3(5.0, 7.0, 2.0); const vec3 ambientLight = vec3(0.3, 0.3, 0.3); uniform sampler2D uSampler; in vec3 vPosition; in vec3 vNormal; in vec2 vTexCoord; void main() { vec4 color = texture2D(uSampler, vTexCoord); vec3 normal = normalize(vNormal); vec3 lightDirection = normalize(lightPosition - vPosition); float nDotL = max(dot(lightDirection, normal), 0.0); vec3 diffuse = lightColor * color.rgb * nDotL; vec3 ambient = ambientLight * color.rgb; gl_FragColor = vec4(diffuse + ambient, color.a); } """ self.program = QOpenGLShaderProgram() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertShaderSrc) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragShaderSrc) self.program.link() self.program.bind() self.program.bindAttributeLocation("aPosition", 0) self.program.bindAttributeLocation("aNormal", 1) self.program.bindAttributeLocation("aTexCoord", 2) locations = Locations() self.program.bind() locations.mvp_matrix_location = self.program.uniformLocation("uMvpMatrix") locations.model_matrix_location = self.program.uniformLocation("uModelMatrix") locations.normal_matrix_location = self.program.uniformLocation("uNormalMatrix") self.vert_buffers = self.initVertexBuffers("assets/cube.dae") self.proj_view_matrix = QMatrix4x4() self.proj_matrix = QMatrix4x4() self.view_matrix = QMatrix4x4() self.view_matrix.lookAt( QVector3D(2, 3, 5), QVector3D(0, 0, 0), QVector3D(0, 1, 0)) self.texture = QOpenGLTexture(QOpenGLTexture.Target2D) self.texture.create() self.texture.setData(QImage("assets/cube.png")) self.texture.setMinMagFilters(QOpenGLTexture.Linear, QOpenGLTexture.Linear) self.texture.setWrapMode(QOpenGLTexture.ClampToEdge) self.world = BulletWorld() self.world.setGravity(Vec3(0, -9.81, 0)) self.obj = Object3D(self.vert_buffers, locations, self.texture, self.world, mass=0, pos=QVector3D(0, -3, 0)) self.obj2 = Object3D(self.vert_buffers, locations, self.texture, self.world, mass=1, pos=QVector3D(0.8, 3, 0)) #self.move_dir = 1 # move direction: 1 - up, -1 - down #self.move_speed = 0.002 self.timer = QTimer() self.timer.timeout.connect(self.animationLoop) self.elapsed_timer = QElapsedTimer() self.elapsed_timer.start() self.delta_time = 0 self.timer.start(1000/60) def animationLoop(self): self.delta_time = self.elapsed_timer.elapsed() self.elapsed_timer.restart() self.world.doPhysics(self.delta_time / 1000) self.update() def paintGL(self): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) self.proj_view_matrix = self.proj_matrix * self.view_matrix self.obj.draw(self.program, self.proj_view_matrix) self.obj2.draw(self.program, self.proj_view_matrix) def resizeGL(self, w, h): gl.glViewport(0, 0, w, h) self.proj_matrix.setToIdentity() self.proj_matrix.perspective(50, float(w) / float(h), 0.1, 100) def initVertexBuffers(self, path): xml_doc = QDomDocument() file = QFile(path) if not file.open(QIODevice.ReadOnly): print("Failed to open the file: " + path) xml_doc.setContent(file) file.close() vert_pos_array = [] normal_array = [] tex_coord_array = [] index_array = [] root = xml_doc.documentElement() dae_elem = root.firstChildElement() while not dae_elem.isNull(): if dae_elem.tagName() == "library_geometries": geom_elem = dae_elem.firstChildElement() if geom_elem.tagName() == "geometry": mesh_elem = geom_elem.firstChildElement() if mesh_elem.tagName() == "mesh": mesh_child_elem = mesh_elem.firstChildElement() while not mesh_child_elem.isNull(): float_array_elem = mesh_child_elem.firstChildElement() str_array = float_array_elem.firstChild().toText().data().split(" ") if mesh_child_elem.attribute("id").endswith("-mesh-positions"): vert_pos_array = list(map(float, str_array)) if mesh_child_elem.attribute("id").endswith("-mesh-normals"): normal_array = list(map(float, str_array)) if mesh_child_elem.attribute("id").endswith("-mesh-map-0"): tex_coord_array = list(map(float, str_array)) if mesh_child_elem.tagName() == "triangles" or mesh_child_elem.tagName() == "polylist": p_child_elem = mesh_child_elem.firstChildElement() while not p_child_elem.isNull(): if p_child_elem.tagName() == "p": str_indices = p_child_elem.firstChild().toText().data().split(" ") index_array = list(map(int, str_indices)) p_child_elem = p_child_elem.nextSiblingElement() mesh_child_elem = mesh_child_elem.nextSiblingElement() dae_elem = dae_elem.nextSiblingElement() # print(vert_pos_array) # print(normal_array) # print(tex_coord_array) # print(index_array) num_of_attributes = 3 vert_positions = [] normals = [] tex_coords = [] for i in range(0, len(index_array), num_of_attributes): vert_pos_index = index_array[i + 0] vert_positions.append(vert_pos_array[vert_pos_index * 3 + 0]) vert_positions.append(vert_pos_array[vert_pos_index * 3 + 1]) vert_positions.append(vert_pos_array[vert_pos_index * 3 + 2]) normal_index = index_array[i + 1] normals.append(normal_array[normal_index * 3 + 0]) normals.append(normal_array[normal_index * 3 + 1]) normals.append(normal_array[normal_index * 3 + 2]) tex_coord_index = index_array[i + 2] tex_coords.append(tex_coord_array[tex_coord_index * 2 + 0]) tex_coords.append(tex_coord_array[tex_coord_index * 2 + 1]) # print(vert_positions) # print(normals) # print(tex_coords) output = {} vert_positions = np.array(vert_positions, dtype=np.float32) vert_pos_buffer = QOpenGLBuffer() vert_pos_buffer.create() vert_pos_buffer.bind() vert_pos_buffer.allocate(vert_positions, len(vert_positions) * 4) normals = np.array(normals, dtype=np.float32) normal_buffer = QOpenGLBuffer() normal_buffer.create() normal_buffer.bind() normal_buffer.allocate(normals, len(normals) * 4) tex_coords = np.array(tex_coords, dtype=np.float32) tex_coord_buffer = QOpenGLBuffer() tex_coord_buffer.create() tex_coord_buffer.bind() tex_coord_buffer.allocate(tex_coords, len(tex_coords) * 4) vert_buffers = VertexBuffers() vert_buffers.vert_pos_buffer = vert_pos_buffer vert_buffers.normal_buffer = normal_buffer vert_buffers.tex_coord_buffer = tex_coord_buffer vert_buffers.amount_of_vertices = int(len(index_array) / 3) return vert_buffers def main(): QApplication.setAttribute(Qt.AA_UseDesktopOpenGL) app = QApplication(sys.argv) w = Window() w.show() sys.exit(app.exec_()) if __name__ == "__main__": main()
PySide2:
import sys import numpy as np from OpenGL import GL as gl from PySide2.QtWidgets import QApplication, QOpenGLWidget from PySide2.QtGui import QOpenGLShaderProgram, QOpenGLShader, QOpenGLBuffer from PySide2.QtGui import QOpenGLTexture, QImage from PySide2.QtGui import QMatrix4x4, QVector3D, QQuaternion from PySide2.QtXml import QDomDocument, QDomElement from PySide2.QtCore import Qt, QFile, QIODevice from PySide2.QtCore import QTimer, QElapsedTimer from panda3d.bullet import BulletWorld from panda3d.core import TransformState, Vec3, Quat, Point3 from panda3d.bullet import BulletBoxShape from panda3d.bullet import BulletRigidBodyNode # Assets: # Cube Texture: https://dl.dropboxusercontent.com/s/tply9ubx3n3ycvv/cube.png # Cube Model: https://dl.dropboxusercontent.com/s/0aktc37c3nx9iq3/cube.dae # Plane Texture: https://dl.dropboxusercontent.com/s/3iibsnvyw0vupby/plane.png # Plane Model: https://dl.dropboxusercontent.com/s/e0wktg69ec3w8pq/plane.dae class VertexBuffers: vertex_pos_buffer = None normal_buffer = None tex_coord_buffer = None amount_of_vertices = None class Locations: mvp_matrix_location = None model_matrix_location = None normal_matrix_location = None class Object3D: position = QVector3D(0, 0, 0) rotation = QVector3D(0, 0, 0) scale = QVector3D(1, 1, 1) mvp_matrix = QMatrix4x4() model_matrix = QMatrix4x4() normal_matrix = QMatrix4x4() def __init__(self, vert_buffers, locations, texture, world, mass, pos): self.vert_pos_buffer = vert_buffers.vert_pos_buffer self.normal_buffer = vert_buffers.normal_buffer self.tex_coord_buffer = vert_buffers.tex_coord_buffer self.amount_of_vertices = vert_buffers.amount_of_vertices self.mvp_matrix_location = locations.mvp_matrix_location self.model_matrix_location = locations.model_matrix_location self.normal_matrix_location = locations.normal_matrix_location self.texture = texture self.shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5)) self.node = BulletRigidBodyNode('Box') self.position = pos self.mass = mass self.node.setMass(self.mass) p = Point3(self.position.x(), self.position.y(), self.position.z()) q = Quat.identQuat() s = Vec3(1, 1, 1) self.transform = TransformState.make_pos_quat_scale(p, q, s) self.node.setTransform(self.transform) self.node.addShape(self.shape) self.world = world self.world.attachRigidBody(self.node) def draw(self, program, proj_view_matrix): program.bind() self.vert_pos_buffer.bind() program.setAttributeBuffer(0, gl.GL_FLOAT, 0, 3) program.enableAttributeArray(0) self.normal_buffer.bind() program.setAttributeBuffer(1, gl.GL_FLOAT, 0, 3) program.enableAttributeArray(1) self.tex_coord_buffer.bind() program.setAttributeBuffer(2, gl.GL_FLOAT, 0, 2) program.enableAttributeArray(2) self.position.setX(self.node.getTransform().pos.x) self.position.setY(self.node.getTransform().pos.y) self.position.setZ(self.node.getTransform().pos.z) hpr = self.node.getTransform().getHpr() pandaQuat = Quat() pandaQuat.setHpr(hpr) quat = QQuaternion(pandaQuat.getX(), pandaQuat.getY(), pandaQuat.getZ(), pandaQuat.getW()) self.model_matrix.setToIdentity() self.model_matrix.translate(self.position) self.model_matrix.rotate(quat) self.model_matrix.scale(self.scale) self.mvp_matrix = proj_view_matrix * self.model_matrix self.normal_matrix = self.model_matrix.inverted() self.normal_matrix = self.normal_matrix[0].transposed() program.bind() program.setUniformValue(self.mvp_matrix_location, self.mvp_matrix) program.setUniformValue(self.model_matrix_location, self.model_matrix) program.setUniformValue(self.normal_matrix_location, self.normal_matrix) self.texture.bind() gl.glDrawArrays(gl.GL_TRIANGLES, 0, self.amount_of_vertices) class Window(QOpenGLWidget): def __init__(self): super().__init__() self.setWindowTitle("Bullet Physics") self.resize(268, 268) def initializeGL(self): gl.glClearColor(0.2, 0.2, 0.2, 1) gl.glEnable(gl.GL_DEPTH_TEST) vertShaderSrc = """ #version 330 core in vec4 aPosition; in vec4 aNormal; in vec2 aTexCoord; uniform mat4 uMvpMatrix; uniform mat4 uModelMatrix; uniform mat4 uNormalMatrix; out vec3 vPosition; out vec3 vNormal; out vec2 vTexCoord; void main() { gl_Position = uMvpMatrix * aPosition; vPosition = vec3(uModelMatrix * aPosition); vNormal = normalize(vec3(uNormalMatrix * aNormal)); vTexCoord = aTexCoord; } """ fragShaderSrc = """ #version 330 core const vec3 lightColor = vec3(0.8, 0.8, 0.8); const vec3 lightPosition = vec3(5.0, 7.0, 2.0); const vec3 ambientLight = vec3(0.3, 0.3, 0.3); uniform sampler2D uSampler; in vec3 vPosition; in vec3 vNormal; in vec2 vTexCoord; void main() { vec4 color = texture2D(uSampler, vTexCoord); vec3 normal = normalize(vNormal); vec3 lightDirection = normalize(lightPosition - vPosition); float nDotL = max(dot(lightDirection, normal), 0.0); vec3 diffuse = lightColor * color.rgb * nDotL; vec3 ambient = ambientLight * color.rgb; gl_FragColor = vec4(diffuse + ambient, color.a); } """ self.program = QOpenGLShaderProgram() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertShaderSrc) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragShaderSrc) self.program.link() self.program.bind() self.program.bindAttributeLocation("aPosition", 0) self.program.bindAttributeLocation("aNormal", 1) self.program.bindAttributeLocation("aTexCoord", 2) locations = Locations() self.program.bind() locations.mvp_matrix_location = self.program.uniformLocation("uMvpMatrix") locations.model_matrix_location = self.program.uniformLocation("uModelMatrix") locations.normal_matrix_location = self.program.uniformLocation("uNormalMatrix") self.vert_buffers = self.initVertexBuffers("assets/cube.dae") self.proj_view_matrix = QMatrix4x4() self.proj_matrix = QMatrix4x4() self.view_matrix = QMatrix4x4() self.view_matrix.lookAt( QVector3D(2, 3, 5), QVector3D(0, 0, 0), QVector3D(0, 1, 0)) self.texture = QOpenGLTexture(QOpenGLTexture.Target2D) self.texture.create() self.texture.setData(QImage("assets/cube.png")) self.texture.setMinMagFilters(QOpenGLTexture.Linear, QOpenGLTexture.Linear) self.texture.setWrapMode(QOpenGLTexture.ClampToEdge) self.world = BulletWorld() self.world.setGravity(Vec3(0, -9.81, 0)) self.obj = Object3D(self.vert_buffers, locations, self.texture, self.world, mass=0, pos=QVector3D(0, -3, 0)) self.obj2 = Object3D(self.vert_buffers, locations, self.texture, self.world, mass=1, pos=QVector3D(0.8, 3, 0)) #self.move_dir = 1 # move direction: 1 - up, -1 - down #self.move_speed = 0.002 self.timer = QTimer() self.timer.timeout.connect(self.animationLoop) self.elapsed_timer = QElapsedTimer() self.elapsed_timer.start() self.delta_time = 0 self.timer.start(1000/60) def animationLoop(self): self.delta_time = self.elapsed_timer.elapsed() self.elapsed_timer.restart() self.world.doPhysics(self.delta_time / 1000) self.update() def paintGL(self): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) self.proj_view_matrix = self.proj_matrix * self.view_matrix self.obj.draw(self.program, self.proj_view_matrix) self.obj2.draw(self.program, self.proj_view_matrix) def resizeGL(self, w, h): gl.glViewport(0, 0, w, h) self.proj_matrix.setToIdentity() self.proj_matrix.perspective(50, float(w) / float(h), 0.1, 100) def initVertexBuffers(self, path): xml_doc = QDomDocument() file = QFile(path) if not file.open(QIODevice.ReadOnly): print("Failed to open the file: " + path) xml_doc.setContent(file) file.close() vert_pos_array = [] normal_array = [] tex_coord_array = [] index_array = [] root = xml_doc.documentElement() dae_elem = root.firstChildElement() while not dae_elem.isNull(): if dae_elem.tagName() == "library_geometries": geom_elem = dae_elem.firstChildElement() if geom_elem.tagName() == "geometry": mesh_elem = geom_elem.firstChildElement() if mesh_elem.tagName() == "mesh": mesh_child_elem = mesh_elem.firstChildElement() while not mesh_child_elem.isNull(): float_array_elem = mesh_child_elem.firstChildElement() str_array = float_array_elem.firstChild().toText().data().split(" ") if mesh_child_elem.attribute("id").endswith("-mesh-positions"): vert_pos_array = list(map(float, str_array)) if mesh_child_elem.attribute("id").endswith("-mesh-normals"): normal_array = list(map(float, str_array)) if mesh_child_elem.attribute("id").endswith("-mesh-map-0"): tex_coord_array = list(map(float, str_array)) if mesh_child_elem.tagName() == "triangles" or mesh_child_elem.tagName() == "polylist": p_child_elem = mesh_child_elem.firstChildElement() while not p_child_elem.isNull(): if p_child_elem.tagName() == "p": str_indices = p_child_elem.firstChild().toText().data().split(" ") index_array = list(map(int, str_indices)) p_child_elem = p_child_elem.nextSiblingElement() mesh_child_elem = mesh_child_elem.nextSiblingElement() dae_elem = dae_elem.nextSiblingElement() # print(vert_pos_array) # print(normal_array) # print(tex_coord_array) # print(index_array) num_of_attributes = 3 vert_positions = [] normals = [] tex_coords = [] for i in range(0, len(index_array), num_of_attributes): vert_pos_index = index_array[i + 0] vert_positions.append(vert_pos_array[vert_pos_index * 3 + 0]) vert_positions.append(vert_pos_array[vert_pos_index * 3 + 1]) vert_positions.append(vert_pos_array[vert_pos_index * 3 + 2]) normal_index = index_array[i + 1] normals.append(normal_array[normal_index * 3 + 0]) normals.append(normal_array[normal_index * 3 + 1]) normals.append(normal_array[normal_index * 3 + 2]) tex_coord_index = index_array[i + 2] tex_coords.append(tex_coord_array[tex_coord_index * 2 + 0]) tex_coords.append(tex_coord_array[tex_coord_index * 2 + 1]) # print(vert_positions) # print(normals) # print(tex_coords) output = {} vert_positions = np.array(vert_positions, dtype=np.float32) vert_pos_buffer = QOpenGLBuffer() vert_pos_buffer.create() vert_pos_buffer.bind() vert_pos_buffer.allocate(vert_positions, len(vert_positions) * 4) normals = np.array(normals, dtype=np.float32) normal_buffer = QOpenGLBuffer() normal_buffer.create() normal_buffer.bind() normal_buffer.allocate(normals, len(normals) * 4) tex_coords = np.array(tex_coords, dtype=np.float32) tex_coord_buffer = QOpenGLBuffer() tex_coord_buffer.create() tex_coord_buffer.bind() tex_coord_buffer.allocate(tex_coords, len(tex_coords) * 4) vert_buffers = VertexBuffers() vert_buffers.vert_pos_buffer = vert_pos_buffer vert_buffers.normal_buffer = normal_buffer vert_buffers.tex_coord_buffer = tex_coord_buffer vert_buffers.amount_of_vertices = int(len(index_array) / 3) return vert_buffers def main(): QApplication.setAttribute(Qt.AA_UseDesktopOpenGL) app = QApplication(sys.argv) w = Window() w.show() sys.exit(app.exec_()) if __name__ == "__main__": main()
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Hi,
Before searching too far, you should add all the error checks that are missing to ensure that what you load and and build passes correctly (shaders, etc.)