I installed all the dependencies and trying to run Pylot with one of the example config files:
python -m pylot examples/LinearizedModel/keyboard_trimmed_input.json
pygame 2.1.3 (SDL 2.0.22, Python 3.11.2)
Hello from the pygame community. https://www.pygame.org/contribute.html
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| |
| Pylot 1.3.4 |
| |
| (c) USU AeroLab 2020 |
| |
| This software comes with |
| ABSOLUTELY NO WARRANTY EXPRESSED OR IMPLIED |
| |
| Submit bug reports on Github. |
| |
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Traceback (most recent call last):
File "<frozen runpy>", line 198, in _run_module_as_main
File "<frozen runpy>", line 88, in _run_code
File "/Users/holdenerea/repos/Pylot/pylot/__main__.py", line 25, in <module>
simulate(input_filename)
File "/Users/holdenerea/repos/Pylot/pylot/__main__.py", line 13, in simulate
sim = Simulator(input_dict, verbose=True)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/holdenerea/repos/Pylot/pylot/simulator.py", line 95, in __init__
self._initialize_graphics()
File "/Users/holdenerea/repos/Pylot/pylot/simulator.py", line 131, in _initialize_graphics
self._ground_quad.append(self._create_mesh("field.obj", "field.vs", "field.fs", "field_texture.jpg", self._ground_positions[i], ground_orientations[i]))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/holdenerea/repos/Pylot/pylot/simulator.py", line 192, in _create_mesh
mesh = Mesh(os.path.join(self._objects_path, obj),
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/holdenerea/repos/Pylot/pylot/graphics.py", line 173, in __init__
self.shader = compile_shader(vertexshadername, fragmentshadername)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/holdenerea/repos/Pylot/pylot/graphics.py", line 28, in compile_shader
shader = OpenGL.GL.shaders.compileProgram(OpenGL.GL.shaders.compileShader(vert_shader, GL_VERTEX_SHADER),
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/holdenerea/repos/Pylot/venv/lib/python3.11/site-packages/OpenGL/GL/shaders.py", line 235, in compileShader
raise ShaderCompilationError(
OpenGL.GL.shaders.ShaderCompilationError: ('Shader compile failure (0): b"ERROR: 0:1: \'\' : version \'330\' is not supported\\nERROR: 0:2: \'layout\' : syntax error: syntax error\\n"', [b'#version 330\nlayout(location = 0) in vec3 position;\nlayout(location = 1) in vec2 textureCoords;\nlayout(location = 2) in vec3 vertNormal;\n\nuniform mat4 model;\nuniform mat4 view;\nuniform mat4 proj;\nuniform mat4 orientation;\n\nout vec2 newTexture;\nout vec3 fragNormal;\n\nvoid main()\n{\n\tfragNormal = vec4(vertNormal, 0.0f).xyz;\n gl_Position = proj * view * model *orientation* vec4(position, 1.0f);\n newTexture = vec2(textureCoords.x, 1 - textureCoords.y);\n}\n'], GL_VERTEX_SHADER)
Really would appreciate some help on this issue, this software simulation is exactly what I need for my current project.