Re: [PyOpenGL-Users] How to use shaders in pyopengl
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mcfletch
From: Dirk R. <di...@li...> - 2008-10-07 01:33:35
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Hi Mike, Mike C. Fletcher wrote: > > I found the bug. Basically there was a wrapper for > glShaderSource/glShaderSourceARB which was not passing in the > "extension" parameter which was being used to decide whether the > function should be available. Previously we would just try to get the > function and check for a NULL pointer, but the Mesa implementation > decided to start returning non-null pointers that just print out warning > messages when you try to call a non-existent function, so we started > checking for the extensions. Unfortunately, the wrapper didn't get > updated, so the test was always coming up false. > > Anyway, with current CVS shaders should work on Win32. I'll likely be > doing some further refactoring of the base platform module to clean it > up and see if I can discover the problem on OSX tomorrow. Thanks for fixing this, works like a charm! I finally took the time to take a look at PyOpenGLs implementation. Not needing a C/C++ part makes the whole system pretty nice, I have to say. It's a little painful to write in the first place, but not having to deal with compiling stuff everywhere is pretty nice (I'm fighting compiling my boost::python module on Windows right now...). Thanks again Dirk |