Stop GL_TRIANGLE_STRIP from connecting last and first vertex?












2














I have been trying to build a Terrain Visualizer from OpenGL and using a height map from simplex noise. I have the generator all sorted and it produces both colored and non-colored images, I only want to visualized the colored ones. However there is this weird bump thing, that I believe is a result of GL_TRIANGLE_STRIP.



Picture of the artifact, oddities outlined in red:



Picture of the artifact



My best guess is GL_TRIANGLE_STRIP attaching the first and last vertex, but I do not know.



Here is my code:



import pyglet
from pyglet.gl import *
from pyglet.window import key
import math
from PIL import Image

class Model:
def get_points_in_list(self, fp):
img = Image.open(fp)
self.points = [[0 for x in range(img.width)] for y in range(img.height)]
for y in range(img.height):
for x in range(img.width):
self.points[y][x] = ((x, img.getpixel((x, y))[3], y), img.getpixel((x, y)))

def add_points_to_batch(self):
ysiz = len(self.points)
xsiz = len(self.points[0])
# color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]
for yy in range(ysiz-1):
for xx in range(xsiz):
pos = self.points[yy][xx][0]
x, y, z = pos[0], pos[1], pos[2]
pos1 = self.points[yy+1][xx][0]
X, Y, Z = pos1[0], pos1[1], pos1[2]

color1 = (self.points[yy][xx][1][0], self.points[yy][xx][1][1], self.points[yy][xx][1][2])
color2 = (self.points[yy+1][xx][1][0], self.points[yy+1][xx][1][1], self.points[yy+1][xx][1][2])
self.batch.add(2, GL_TRIANGLE_STRIP, None,
('v3f', (x, y, z, X, Y, Z)),
('c3B', (color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]))
)

def __init__(self):
self.batch = pyglet.graphics.Batch()
self.points = None
self.get_points_in_list('Output_colored.png')
self.add_points_to_batch()

def draw(self):
self.batch.draw()

class Player:
def __init__(self, pos=(0, 0, 0), rot=(0, 0)):
self.pos = list(pos)
self.rot = list(rot)

def mouse_motion(self, dx, dy):
dx /= 8
dy /= 8
self.rot[0] += dy
self.rot[1] -= dx
if self.rot[0]>90:
self.rot[0] = 90
elif self.rot[0] < -90:
self.rot[0] = -90

def update(self,dt,keys):
sens = 1
s = dt*100
rotY = -self.rot[1]/180*math.pi
dx, dz = s*math.sin(rotY), math.cos(rotY)
if keys[key.W]:
self.pos[0] += dx*sens
self.pos[2] -= dz*sens
if keys[key.S]:
self.pos[0] -= dx*sens
self.pos[2] += dz*sens
if keys[key.A]:
self.pos[0] -= dz*sens
self.pos[2] -= dx*sens
if keys[key.D]:
self.pos[0] += dz*sens
self.pos[2] += dx*sens
if keys[key.SPACE]:
self.pos[1] += s
if keys[key.LSHIFT]:
self.pos[1] -= s

class Window(pyglet.window.Window):

def push(self,pos,rot):
glPushMatrix()
rot = self.player.rot
pos = self.player.pos
glRotatef(-rot[0],1,0,0)
glRotatef(-rot[1],0,1,0)
glTranslatef(-pos[0], -pos[1], -pos[2])

def Projection(self):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()

def Model(self):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

def set2d(self):
self.Projection()
gluPerspective(0, self.width, 0, self.height)
self.Model()

def set3d(self):
self.Projection()
gluPerspective(70, self.width/self.height, 0.05, 1000)
self.Model()

def setLock(self, state):
self.lock = state
self.set_exclusive_mouse(state)

lock = False
mouse_lock = property(lambda self:self.lock, setLock)

def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.set_minimum_size(300,200)
self.keys = key.KeyStateHandler()
self.push_handlers(self.keys)
pyglet.clock.schedule(self.update)

self.model = Model()
self.player = Player((0.5,1.5,1.5),(-30,0))

def on_mouse_motion(self,x,y,dx,dy):
if self.mouse_lock: self.player.mouse_motion(dx,dy)

def on_key_press(self, KEY, _MOD):
if KEY == key.ESCAPE:
self.close()
elif KEY == key.E:
self.mouse_lock = not self.mouse_lock

def update(self, dt):
self.player.update(dt, self.keys)

def on_draw(self):
self.clear()
self.set3d()
self.push(self.player.pos,self.player.rot)
self.model.draw()
glPopMatrix()

if __name__ == '__main__':
window = Window(width=400, height=300, caption='Terrain Viewer', resizable=True)
glClearColor(0, 0, 0, 1)
glEnable(GL_DEPTH_TEST)
pyglet.app.run()









share|improve this question





























    2














    I have been trying to build a Terrain Visualizer from OpenGL and using a height map from simplex noise. I have the generator all sorted and it produces both colored and non-colored images, I only want to visualized the colored ones. However there is this weird bump thing, that I believe is a result of GL_TRIANGLE_STRIP.



    Picture of the artifact, oddities outlined in red:



    Picture of the artifact



    My best guess is GL_TRIANGLE_STRIP attaching the first and last vertex, but I do not know.



    Here is my code:



    import pyglet
    from pyglet.gl import *
    from pyglet.window import key
    import math
    from PIL import Image

    class Model:
    def get_points_in_list(self, fp):
    img = Image.open(fp)
    self.points = [[0 for x in range(img.width)] for y in range(img.height)]
    for y in range(img.height):
    for x in range(img.width):
    self.points[y][x] = ((x, img.getpixel((x, y))[3], y), img.getpixel((x, y)))

    def add_points_to_batch(self):
    ysiz = len(self.points)
    xsiz = len(self.points[0])
    # color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]
    for yy in range(ysiz-1):
    for xx in range(xsiz):
    pos = self.points[yy][xx][0]
    x, y, z = pos[0], pos[1], pos[2]
    pos1 = self.points[yy+1][xx][0]
    X, Y, Z = pos1[0], pos1[1], pos1[2]

    color1 = (self.points[yy][xx][1][0], self.points[yy][xx][1][1], self.points[yy][xx][1][2])
    color2 = (self.points[yy+1][xx][1][0], self.points[yy+1][xx][1][1], self.points[yy+1][xx][1][2])
    self.batch.add(2, GL_TRIANGLE_STRIP, None,
    ('v3f', (x, y, z, X, Y, Z)),
    ('c3B', (color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]))
    )

    def __init__(self):
    self.batch = pyglet.graphics.Batch()
    self.points = None
    self.get_points_in_list('Output_colored.png')
    self.add_points_to_batch()

    def draw(self):
    self.batch.draw()

    class Player:
    def __init__(self, pos=(0, 0, 0), rot=(0, 0)):
    self.pos = list(pos)
    self.rot = list(rot)

    def mouse_motion(self, dx, dy):
    dx /= 8
    dy /= 8
    self.rot[0] += dy
    self.rot[1] -= dx
    if self.rot[0]>90:
    self.rot[0] = 90
    elif self.rot[0] < -90:
    self.rot[0] = -90

    def update(self,dt,keys):
    sens = 1
    s = dt*100
    rotY = -self.rot[1]/180*math.pi
    dx, dz = s*math.sin(rotY), math.cos(rotY)
    if keys[key.W]:
    self.pos[0] += dx*sens
    self.pos[2] -= dz*sens
    if keys[key.S]:
    self.pos[0] -= dx*sens
    self.pos[2] += dz*sens
    if keys[key.A]:
    self.pos[0] -= dz*sens
    self.pos[2] -= dx*sens
    if keys[key.D]:
    self.pos[0] += dz*sens
    self.pos[2] += dx*sens
    if keys[key.SPACE]:
    self.pos[1] += s
    if keys[key.LSHIFT]:
    self.pos[1] -= s

    class Window(pyglet.window.Window):

    def push(self,pos,rot):
    glPushMatrix()
    rot = self.player.rot
    pos = self.player.pos
    glRotatef(-rot[0],1,0,0)
    glRotatef(-rot[1],0,1,0)
    glTranslatef(-pos[0], -pos[1], -pos[2])

    def Projection(self):
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()

    def Model(self):
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()

    def set2d(self):
    self.Projection()
    gluPerspective(0, self.width, 0, self.height)
    self.Model()

    def set3d(self):
    self.Projection()
    gluPerspective(70, self.width/self.height, 0.05, 1000)
    self.Model()

    def setLock(self, state):
    self.lock = state
    self.set_exclusive_mouse(state)

    lock = False
    mouse_lock = property(lambda self:self.lock, setLock)

    def __init__(self, *args, **kwargs):
    super().__init__(*args, **kwargs)
    self.set_minimum_size(300,200)
    self.keys = key.KeyStateHandler()
    self.push_handlers(self.keys)
    pyglet.clock.schedule(self.update)

    self.model = Model()
    self.player = Player((0.5,1.5,1.5),(-30,0))

    def on_mouse_motion(self,x,y,dx,dy):
    if self.mouse_lock: self.player.mouse_motion(dx,dy)

    def on_key_press(self, KEY, _MOD):
    if KEY == key.ESCAPE:
    self.close()
    elif KEY == key.E:
    self.mouse_lock = not self.mouse_lock

    def update(self, dt):
    self.player.update(dt, self.keys)

    def on_draw(self):
    self.clear()
    self.set3d()
    self.push(self.player.pos,self.player.rot)
    self.model.draw()
    glPopMatrix()

    if __name__ == '__main__':
    window = Window(width=400, height=300, caption='Terrain Viewer', resizable=True)
    glClearColor(0, 0, 0, 1)
    glEnable(GL_DEPTH_TEST)
    pyglet.app.run()









    share|improve this question



























      2












      2








      2







      I have been trying to build a Terrain Visualizer from OpenGL and using a height map from simplex noise. I have the generator all sorted and it produces both colored and non-colored images, I only want to visualized the colored ones. However there is this weird bump thing, that I believe is a result of GL_TRIANGLE_STRIP.



      Picture of the artifact, oddities outlined in red:



      Picture of the artifact



      My best guess is GL_TRIANGLE_STRIP attaching the first and last vertex, but I do not know.



      Here is my code:



      import pyglet
      from pyglet.gl import *
      from pyglet.window import key
      import math
      from PIL import Image

      class Model:
      def get_points_in_list(self, fp):
      img = Image.open(fp)
      self.points = [[0 for x in range(img.width)] for y in range(img.height)]
      for y in range(img.height):
      for x in range(img.width):
      self.points[y][x] = ((x, img.getpixel((x, y))[3], y), img.getpixel((x, y)))

      def add_points_to_batch(self):
      ysiz = len(self.points)
      xsiz = len(self.points[0])
      # color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]
      for yy in range(ysiz-1):
      for xx in range(xsiz):
      pos = self.points[yy][xx][0]
      x, y, z = pos[0], pos[1], pos[2]
      pos1 = self.points[yy+1][xx][0]
      X, Y, Z = pos1[0], pos1[1], pos1[2]

      color1 = (self.points[yy][xx][1][0], self.points[yy][xx][1][1], self.points[yy][xx][1][2])
      color2 = (self.points[yy+1][xx][1][0], self.points[yy+1][xx][1][1], self.points[yy+1][xx][1][2])
      self.batch.add(2, GL_TRIANGLE_STRIP, None,
      ('v3f', (x, y, z, X, Y, Z)),
      ('c3B', (color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]))
      )

      def __init__(self):
      self.batch = pyglet.graphics.Batch()
      self.points = None
      self.get_points_in_list('Output_colored.png')
      self.add_points_to_batch()

      def draw(self):
      self.batch.draw()

      class Player:
      def __init__(self, pos=(0, 0, 0), rot=(0, 0)):
      self.pos = list(pos)
      self.rot = list(rot)

      def mouse_motion(self, dx, dy):
      dx /= 8
      dy /= 8
      self.rot[0] += dy
      self.rot[1] -= dx
      if self.rot[0]>90:
      self.rot[0] = 90
      elif self.rot[0] < -90:
      self.rot[0] = -90

      def update(self,dt,keys):
      sens = 1
      s = dt*100
      rotY = -self.rot[1]/180*math.pi
      dx, dz = s*math.sin(rotY), math.cos(rotY)
      if keys[key.W]:
      self.pos[0] += dx*sens
      self.pos[2] -= dz*sens
      if keys[key.S]:
      self.pos[0] -= dx*sens
      self.pos[2] += dz*sens
      if keys[key.A]:
      self.pos[0] -= dz*sens
      self.pos[2] -= dx*sens
      if keys[key.D]:
      self.pos[0] += dz*sens
      self.pos[2] += dx*sens
      if keys[key.SPACE]:
      self.pos[1] += s
      if keys[key.LSHIFT]:
      self.pos[1] -= s

      class Window(pyglet.window.Window):

      def push(self,pos,rot):
      glPushMatrix()
      rot = self.player.rot
      pos = self.player.pos
      glRotatef(-rot[0],1,0,0)
      glRotatef(-rot[1],0,1,0)
      glTranslatef(-pos[0], -pos[1], -pos[2])

      def Projection(self):
      glMatrixMode(GL_PROJECTION)
      glLoadIdentity()

      def Model(self):
      glMatrixMode(GL_MODELVIEW)
      glLoadIdentity()

      def set2d(self):
      self.Projection()
      gluPerspective(0, self.width, 0, self.height)
      self.Model()

      def set3d(self):
      self.Projection()
      gluPerspective(70, self.width/self.height, 0.05, 1000)
      self.Model()

      def setLock(self, state):
      self.lock = state
      self.set_exclusive_mouse(state)

      lock = False
      mouse_lock = property(lambda self:self.lock, setLock)

      def __init__(self, *args, **kwargs):
      super().__init__(*args, **kwargs)
      self.set_minimum_size(300,200)
      self.keys = key.KeyStateHandler()
      self.push_handlers(self.keys)
      pyglet.clock.schedule(self.update)

      self.model = Model()
      self.player = Player((0.5,1.5,1.5),(-30,0))

      def on_mouse_motion(self,x,y,dx,dy):
      if self.mouse_lock: self.player.mouse_motion(dx,dy)

      def on_key_press(self, KEY, _MOD):
      if KEY == key.ESCAPE:
      self.close()
      elif KEY == key.E:
      self.mouse_lock = not self.mouse_lock

      def update(self, dt):
      self.player.update(dt, self.keys)

      def on_draw(self):
      self.clear()
      self.set3d()
      self.push(self.player.pos,self.player.rot)
      self.model.draw()
      glPopMatrix()

      if __name__ == '__main__':
      window = Window(width=400, height=300, caption='Terrain Viewer', resizable=True)
      glClearColor(0, 0, 0, 1)
      glEnable(GL_DEPTH_TEST)
      pyglet.app.run()









      share|improve this question















      I have been trying to build a Terrain Visualizer from OpenGL and using a height map from simplex noise. I have the generator all sorted and it produces both colored and non-colored images, I only want to visualized the colored ones. However there is this weird bump thing, that I believe is a result of GL_TRIANGLE_STRIP.



      Picture of the artifact, oddities outlined in red:



      Picture of the artifact



      My best guess is GL_TRIANGLE_STRIP attaching the first and last vertex, but I do not know.



      Here is my code:



      import pyglet
      from pyglet.gl import *
      from pyglet.window import key
      import math
      from PIL import Image

      class Model:
      def get_points_in_list(self, fp):
      img = Image.open(fp)
      self.points = [[0 for x in range(img.width)] for y in range(img.height)]
      for y in range(img.height):
      for x in range(img.width):
      self.points[y][x] = ((x, img.getpixel((x, y))[3], y), img.getpixel((x, y)))

      def add_points_to_batch(self):
      ysiz = len(self.points)
      xsiz = len(self.points[0])
      # color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]
      for yy in range(ysiz-1):
      for xx in range(xsiz):
      pos = self.points[yy][xx][0]
      x, y, z = pos[0], pos[1], pos[2]
      pos1 = self.points[yy+1][xx][0]
      X, Y, Z = pos1[0], pos1[1], pos1[2]

      color1 = (self.points[yy][xx][1][0], self.points[yy][xx][1][1], self.points[yy][xx][1][2])
      color2 = (self.points[yy+1][xx][1][0], self.points[yy+1][xx][1][1], self.points[yy+1][xx][1][2])
      self.batch.add(2, GL_TRIANGLE_STRIP, None,
      ('v3f', (x, y, z, X, Y, Z)),
      ('c3B', (color1[0], color1[1], color1[2], color2[0], color2[1], color2[2]))
      )

      def __init__(self):
      self.batch = pyglet.graphics.Batch()
      self.points = None
      self.get_points_in_list('Output_colored.png')
      self.add_points_to_batch()

      def draw(self):
      self.batch.draw()

      class Player:
      def __init__(self, pos=(0, 0, 0), rot=(0, 0)):
      self.pos = list(pos)
      self.rot = list(rot)

      def mouse_motion(self, dx, dy):
      dx /= 8
      dy /= 8
      self.rot[0] += dy
      self.rot[1] -= dx
      if self.rot[0]>90:
      self.rot[0] = 90
      elif self.rot[0] < -90:
      self.rot[0] = -90

      def update(self,dt,keys):
      sens = 1
      s = dt*100
      rotY = -self.rot[1]/180*math.pi
      dx, dz = s*math.sin(rotY), math.cos(rotY)
      if keys[key.W]:
      self.pos[0] += dx*sens
      self.pos[2] -= dz*sens
      if keys[key.S]:
      self.pos[0] -= dx*sens
      self.pos[2] += dz*sens
      if keys[key.A]:
      self.pos[0] -= dz*sens
      self.pos[2] -= dx*sens
      if keys[key.D]:
      self.pos[0] += dz*sens
      self.pos[2] += dx*sens
      if keys[key.SPACE]:
      self.pos[1] += s
      if keys[key.LSHIFT]:
      self.pos[1] -= s

      class Window(pyglet.window.Window):

      def push(self,pos,rot):
      glPushMatrix()
      rot = self.player.rot
      pos = self.player.pos
      glRotatef(-rot[0],1,0,0)
      glRotatef(-rot[1],0,1,0)
      glTranslatef(-pos[0], -pos[1], -pos[2])

      def Projection(self):
      glMatrixMode(GL_PROJECTION)
      glLoadIdentity()

      def Model(self):
      glMatrixMode(GL_MODELVIEW)
      glLoadIdentity()

      def set2d(self):
      self.Projection()
      gluPerspective(0, self.width, 0, self.height)
      self.Model()

      def set3d(self):
      self.Projection()
      gluPerspective(70, self.width/self.height, 0.05, 1000)
      self.Model()

      def setLock(self, state):
      self.lock = state
      self.set_exclusive_mouse(state)

      lock = False
      mouse_lock = property(lambda self:self.lock, setLock)

      def __init__(self, *args, **kwargs):
      super().__init__(*args, **kwargs)
      self.set_minimum_size(300,200)
      self.keys = key.KeyStateHandler()
      self.push_handlers(self.keys)
      pyglet.clock.schedule(self.update)

      self.model = Model()
      self.player = Player((0.5,1.5,1.5),(-30,0))

      def on_mouse_motion(self,x,y,dx,dy):
      if self.mouse_lock: self.player.mouse_motion(dx,dy)

      def on_key_press(self, KEY, _MOD):
      if KEY == key.ESCAPE:
      self.close()
      elif KEY == key.E:
      self.mouse_lock = not self.mouse_lock

      def update(self, dt):
      self.player.update(dt, self.keys)

      def on_draw(self):
      self.clear()
      self.set3d()
      self.push(self.player.pos,self.player.rot)
      self.model.draw()
      glPopMatrix()

      if __name__ == '__main__':
      window = Window(width=400, height=300, caption='Terrain Viewer', resizable=True)
      glClearColor(0, 0, 0, 1)
      glEnable(GL_DEPTH_TEST)
      pyglet.app.run()






      python python-3.x opengl pyglet






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 12 '18 at 22:35









      genpfault

      41.8k95298




      41.8k95298










      asked Nov 12 '18 at 22:24









      Danger ZoneDanger Zone

      508




      508
























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