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From: Justin H. <ja...@vr...> - 2002-04-11 02:43:56
|
Actually, if you set the polygon's color using glColor3f(...) you can significantly change the texture's color at runtime. What you could do is make one set of textures in grayscale, then use the glColor3f(...) calls to set the color it appears when rendered. For instance, if you had a white light, you can make the textured polygon appear blue with the grayscale texture by doing glColor3f( 0.0, 0.0, 1.0, 1.0 ); Is that what you're trying to do? I'm thinking that if you have a green-ish texture to start off and do the same thing, you'll end up with a turquoise texture if you glColor it to blue. But if you use the grayscale textures, you'll have full control of the color shade they have when rendered. justin ----------------------------------------- Justin Hare <ja...@vr...> Virtual Reality Applications Center Iowa State University, Howe Hall http://www.vrac.iastate.edu ----------------------------------------- On Wed, 10 Apr 2002, Josh Brown wrote: > Date: Wed, 10 Apr 2002 15:23:35 -0500 > From: Josh Brown <br...@vr...> > To: game dev club developers <isu...@li...> > Subject: [isugamedev-devel] changing colors of textures > > > I am working on a simple game that is texturing polygons using mipmapping. > I have 4 textures drawn they all use 1 color, I need a copy of those > textures in a different color. Is there a way to make openGL draw the > texture using a different color? Is there a flag that when I call > glColor3f(...) sets the color of a texture map. Or am I going to have to > settle for making a new set of the textures in the different color and > applying those instead of originals? > > Thanks > Josh > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Kevin M. <ke...@vr...> - 2002-04-11 01:53:24
|
or you could disable textures for those elements... or since you are loading the image, you could iterate over the pixels and set the colors yourself... if all you need is a single solid color, just make a 4x4 image, and set all 8 pixels to your color. you may want to test performance for all these cases... @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Wed, 10 Apr 2002, Josh Brown wrote: > > I am working on a simple game that is texturing polygons using mipmapping. > I have 4 textures drawn they all use 1 color, I need a copy of those > textures in a different color. Is there a way to make openGL draw the > texture using a different color? Is there a flag that when I call > glColor3f(...) sets the color of a texture map. Or am I going to have to > settle for making a new set of the textures in the different color and > applying those instead of originals? > > Thanks > Josh > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Josh B. <br...@vr...> - 2002-04-10 20:22:46
|
I am working on a simple game that is texturing polygons using mipmapping. I have 4 textures drawn they all use 1 color, I need a copy of those textures in a different color. Is there a way to make openGL draw the texture using a different color? Is there a flag that when I call glColor3f(...) sets the color of a texture map. Or am I going to have to settle for making a new set of the textures in the different color and applying those instead of originals? Thanks Josh |
From: Chad A. <ae...@ae...> - 2002-04-03 07:42:03
|
Your problem is that, with alpha blending, you can't use the z-buffer. :( When you draw your first polygon, you end up putting initial values in the z-buffer. When you try to draw the polygons behind the first polygon, they don't get drawn at all because the z-buffer says those pixels don't need to be touched anymore. The solution to your problem kinda sucks... when you draw alpha-blended polygons, you have to disable the z-buffer and manually sort your polygons from back to front. After drawing every solid polygon in the scene, you draw the alpha-blended ones from front to back. A simple way to do this with your cube is just take the midpoint of each face and sort by its distance from the viewer (or z value, if you're in view coordinates). If you have static, non-intersecting shapes, you can build a BSP tree. BSP trees let you quickly sort polygons from front-to-back, which makes drawing the translucent polys a simple tree traversal. You can pick up a book on graphics (Realtime Rendering is the one I recommend) for more information. > Ok, now I'm kinda fooling around with transparency (alpha blending) and I > can't get past this nagging characteristic of my program. Maybe someone knows > how to fix this: I started with a box with an open top and open bottom. All > of the four sides have alpha values of 0.5. When I rotated that box rotates, > though, the first polygon drawn is always opaque. So, I modified the box so > that there is a bottom side (also with an alpha value of 0.5), and now all > four of the walls are translucent, but the bottom is completely opaque, > despite the alpha values that I specified. Is this an OpenGL thing, or am I > missing something? I attached my code so you can see exactly what's > happening. (The program actually draws two boxes, but I'm only worried about > the one that has five sides) > > - Lou > > Name: Create_Window.cpp > Create_Window.cpp Type: Plain Text (text/plain) > Encoding: quoted-printable |
From: Chad A. <ae...@ae...> - 2002-04-01 16:46:58
|
> lex, yacc, and regex all might have some learning overhead to try to > figure out how to specify grammars or the regex to use.. For my CS440 class, I chose to learn a lexer/parser generator called ANTLR (www.antlr.org). It's really cool. Although the tool is written in Java, you can develop C++ parsers and lexers. |
From: Kevin M. <ke...@vr...> - 2002-04-01 15:31:15
|
me too. :) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Tue, 26 Mar 2002, Chad Austin wrote: > I would like to see those games. ^^ > > > P.S. Over break, I was cleaning out my old laptop and I found some of the > > stuff I made in QB45. If anyone wants to see it, I can bring it to the > > meeting on Thursday. I have some executables. > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Kevin M. <ke...@vr...> - 2002-04-01 15:30:25
|
you could do XML, but you might then need to parse individual fields. xml is very structured, and the nice thing is that an xml parser will do the tokenizing work for you. you could also use a regex library. regular expressions allow good specification to tokenize, search, or replace text data. otherwise you could do a hardcoded state machine, but this gets buggy, and tedious to write. the other method is to look at lex and yacc... with these tools you can build a custom parser. lex, yacc, and regex all might have some learning overhead to try to figure out how to specify grammars or the regex to use.. @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Tue, 26 Mar 2002, Josh Brown wrote: > What is a good way to parce data. > > I'm working on storing data for multiple levels in load runner and I was > wondering what a good way to store that information and then to parce it > when reading it? Basically I want to know if XML is a good way to go, and > to use a third party library to parce the files for me, or if I should > store the data with my own rules and read it however I want to? anybody > have ideas on this? > > Thanks > Josh > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Kevin M. <ke...@vr...> - 2002-04-01 15:25:40
|
I think the simpleGlut example on the isugamedev CVS sets up your viewing for 3D... all you would need to do is add in your geometry rendering at the appropriate "TODO" point. I think the function is called "Draw" or "OnRender" something like that... For the bike model, I would write a geometry loader, but you should be able to approximate some stuf by coding the opengl by hand. for geometry model formats I'd use .obj, .ase, or .vrml. I think 3d studio will export all of them (need a plugin for .obj) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Mon, 25 Mar 2002, Lou Herard wrote: > So, I've decided to take the quantum leap into the realm of 3D graphi= cs with OpenGL and glut. The only problem is that I HAVE NO FRIKKIN IDEA W= HAT I'M DOING!!!! So, I was wondering if any of you 3D gurus had any words= of wisdom for me. OK, now let me go into a little bit of detail about wha= t I need help with. > > I'm making a BMX game. My plan is to make it like Mat Hoffman's Pro = BMX, with better gameplay (I'll let Hoffman beat me in the graphics departm= ent for right now). I'm working on the bike model. Right now, all I have = is the wheel class, which stores the wheel's world coordinates. Ultimately= , the wheel's world coordinates will be determined by the bike (since the w= heel is connected to the bike), but for now it's just floating in space. A= nyway, I have the points that constitute the wheel stored in a couple GL_LI= NES structures (basically, to enhance the 3D look, I made two identical cir= cles, one on the positive side of the Z axis, and one on the negative side = of the Z axis). I was looking through the redbook and it confuses the hell= out of me. How do I set the program up for 3D viewing? All this glMatrix= Mode and other stuff is kinda strange to look at. And then, once I have th= at set up, how do I actually transform the points in the structure? I'll l= ook at some code, too, but anyone who helps me out gets $5. (ok, maybe not= , but if you have any suggestions, I'd really appreciate them.) > > - Lou > > P.S. Over break, I was cleaning out my old laptop and I found some of th= e stuff I made in QB45. If anyone wants to see it, I can bring it to the m= eeting on Thursday. I have some executables. > |
From: Ben S. <bs...@vr...> - 2002-03-29 02:36:38
|
ok, found it! :) you're calling glEnable(GL_DEPTH_TEST) BEFORE the call to glutCreateWindow(). thus OpenGL hasn't been initialized yet. moving the setting to after glutCreateWindow fixe the call over here. i'm attaching the modified code. just an fyi to show you how nice glut is ... i did the debugging on linux and the only problem i had was that #include <gl/gl.h> should be #include <GL/gl.h> once i fixed that ... you app ran perfectly, if a little fast. ^_^ ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Thu, 28 Mar 2002, Lou Herard wrote: > Here is my problematic code. The depth testing just doesn't work. Put it into a win console app project if you want to test it. > > - Lou > |
From: Ben S. <bs...@vr...> - 2002-03-28 09:23:27
|
it's 3:10 AM and I'm up too ;) hopefully you're using glut because then the solution is pretty trivial. when you initialize the display mode, you need to add an extra flag, namely GLUT_DEPTH to make sure your window has the Z-buffer necessary for doing depth testing. then before you do any drawing, you need to enable depth testing with glEnable( GL_DEPTH_TEST ). the default testing method is usually what you want to do. finally, when you clear the buffers with glClear you also want to clear the depth buffer by adding the flag GL_DEPTH_BUFFER_BIT. code ... main() { glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH ); // more glut init stuff } void onRedisplay() { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable( GL_DEPTH_TEST ); // fun drawing stuff here ^_^ } good luck on that addiction. ^_^ cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Thu, 28 Mar 2002, Lou Herard wrote: > Yes, it's 2:56 AM, and I am addicted...How do you make depth testing work??????? > > - Lou > |
From: Lou H. <lh...@ia...> - 2002-03-28 08:56:52
|
Yes, it's 2:56 AM, and I am addicted...How do you make depth testing = work??????? - Lou |
From: Josh B. <br...@vr...> - 2002-03-28 07:35:10
|
sorry for the blank message it was an accident, how about those brothas and clutering up my inbox. Josh |
From: Josh B. <br...@vr...> - 2002-03-28 07:34:20
|
From: Ben S. <bs...@vr...> - 2002-03-26 23:09:05
|
In short, yes. Consider the following example. glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glRotatef( 30.0, 1,0,0 ); glBegin( GL_QUADS ); // draw cube ... glEnd(); glRotatef( 15.0, 0,1,0 ); glBegin( GL_TRIANGLES ); // draw pyramid ... glEnd(); Here, the cube will be rotated 30 degrees about the x-axis. Then the pyramid will be rotated 15 degrees about the y-axis followed by a 30 degree rotation about the x-axis. So it sounds like this behavior would cause a problem for your app. You essentially have 2 solutions: 1. Clear the modelview matrix before drawing the pyramid using glLoadIdentity() before the second call to glRotatef(). 2. Use the matrix stack. Each matrix type (modelview/projection/texture) is actually a stack. In the case of the modelview matrix stack, you are guaranteed at least 32 matrices on the stack. By using the stack, you can keep a copy of the current matrix and push a copy of it onto the top of the stack. You can modify the new matrix with calls to glRotatef(), etc and then pop that matrix off when you are finished to get back to your original matrix. For example. glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glPushMatrix(); // push a new matrix on the stack glRotatef( 30.0, 1,0,0 ); // draw cube ... glPopMatrix(); // pop the modified matrix off and use the identity again glPushMatrix(); glRotatef( 15.0, 0,1,0 ); // draw pyramid ... glPopMatrix(); This time, the rotations are independent of each other. Thus rotating the cube does not affect the rotation of the pyramid. :) You could always do something more complex ... glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // draw BMX glPushMatrix(); glTranslatef( ... ); glRotatef( ... ); // Draw BMX body // wheel is relative to BMX body glPushMatrix(); glTranslatef( ... ); glRotatef( ... ); // draw BMX wheel glPopMatrix(); // do other wheel ... // Handlebars are also relative to the body glPushMatrix(); glTranslatef( ... ); glRotatef( ... ); // draw BMX handlebars glPopMatrix(); glPopMatrix(); In this setup you only have to worry about the relationship between the body and say the wheels rather than update the world position of each wheel every time you update the position of the body. cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Tue, 26 Mar 2002, Lou Herard wrote: > Yes, that was pretty helpful. Now my next question is, if I declare more > than one OpenGL object, using glBegin() and glEnd() and I call glRotate, > does it rotate all of them? I'm asking this because I have to keep track of > two sets of angles: one for the handlebars (which will actually consist of > the handlebars, front fork, and front wheel), and one for the frame of the > bike and the rear wheel. So, if glRotate rotates every OpenGL object I > create, that would cause a problem. > > - Lou > > > |
From: Chad A. <ae...@ae...> - 2002-03-26 14:49:06
|
I'd recommend xmlpp or expat for something like this. > What is a good way to parce data. > > I'm working on storing data for multiple levels in load runner and I was > wondering what a good way to store that information and then to parce it > when reading it? Basically I want to know if XML is a good way to go, and > to use a third party library to parce the files for me, or if I should > store the data with my own rules and read it however I want to? anybody > have ideas on this? |
From: Chad A. <ae...@ae...> - 2002-03-26 14:48:02
|
I would like to see those games. ^^ > P.S. Over break, I was cleaning out my old laptop and I found some of the > stuff I made in QB45. If anyone wants to see it, I can bring it to the > meeting on Thursday. I have some executables. |
From: Chad O. <co...@ha...> - 2002-03-26 08:23:00
|
Parse. XML would work. XML+DOM is a really easy way to store data. I'd say there's no real reason to use a custom format for something trivial like this. > -----Original Message----- > From: isu...@li... > [mailto:isu...@li...] On > Behalf Of Josh Brown > Sent: Tuesday, March 26, 2002 2:12 AM > To: isu...@li... > Subject: [isugamedev-devel] best way to parce data > > > What is a good way to parce data. > > I'm working on storing data for multiple levels in load > runner and I was wondering what a good way to store that > information and then to parce it when reading it? Basically > I want to know if XML is a good way to go, and to use a third > party library to parce the files for me, or if I should store > the data with my own rules and read it however I want to? > anybody have ideas on this? > > Thanks > Josh > > > _______________________________________________ > ISUGameDev-devel mailing list ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Josh B. <br...@vr...> - 2002-03-26 08:11:28
|
What is a good way to parce data. I'm working on storing data for multiple levels in load runner and I was wondering what a good way to store that information and then to parce it when reading it? Basically I want to know if XML is a good way to go, and to use a third party library to parce the files for me, or if I should store the data with my own rules and read it however I want to? anybody have ideas on this? Thanks Josh |
From: Ben S. <bs...@vr...> - 2002-03-26 06:53:13
|
First off, I suggest walking through the first 5 NeHe tutorials. (http://nehe.gamedev.net) They should give you a good start at doing 3D graphics using OpenGL ... unfortunately, he doesn't use GLUT, he does straight up Win32 programming. Once the window is created though, the rest of the code is just regular OpenGL commands. To answer your questions about the matrix modes and such, I should talk a bit about how the graphics pipeline works. Generally, you want to store the coordinates of your 3D objects relative to the object's center. Thus the coordinates of the back, upper right corner of a cube with edges of length 1 unit would be (0.5, 0.5, 0.5). This allows you to rotate the model around it's center by applying rotation matrices to it. This coordinate system with the object's center at the origin is called "model coordinates". You have a model coordinate system for each model/object in your game. This is rather boring since you usually want more than one object in your world. You want all these objects to be oriented relative to each other somehow in one coordinate system. Thus we bring about the concept of the "world coordinate" system. In this system, the origin is in the center of the world and each object has a position relative to that origin. At that position lies the origin of that particular model's model coordinate system. If our cube from earlier were at position (20, 15, -5) from the origin, the back, upper right corner would be at world coordinates (20.5, 25.5, -4.5). You generally use a matrix to transform the vertices in your model from model coordinates to world coordinates using the "ModelWorld" matrix. It is in this transformation matrix that you generally want to do most of your translations and rotations to position your objects in your world. Next up we have the "camera/view coordinate" system. In this coordinate system, the position of the camera (the player's view into the world) is always at the origin. This helps OpenGL determine which polygons are visible on the screen. This coordinate system is rather unintuitive since in order to map from world coordinates to view coordinates, you must apply the inverse of the tranformation used to place the camera in the world. For example, if the camera were at (5, 5, -3), you would want to translate every world coordinate by (-5, -5, 3) to convert to view coordinates. If this seems odd, just think that you want to move the world around so that the camera is at the origin. Finally, you need to get this 3D world into a 2D screen. This is done using the projection transformation matrix. There are 2 common methods of doing this. The first is orthographic projection. This means that when objects are drawn to the screen, the z-coord is dropped and the vertex is plotted at (x,y). This works well for 2D games, but really does not give a 3D feel. The other projection type is perspective projection. This gives that 3D look by modifying the (x,y) coords based on the z coord. This makes vertices with a smaller z value look further away. You can essentially think of the mapping as (x,y,z) -> (x/z, y/z). ------- In OpenGL, the ModelWorld and WorldView transformation matrices are concatenated into one matrix for speed and that's why you'll see references to ModelView matrix mode. The Projection matrix mode only modifies matrix used to do the projection from 3D to 2D. There is also a Texture matrix, but I wouldn't worry about that now. The basic idea with OpenGL and matrix modes is that all matrix operations such as glLoadIdentity(), glRotatef(), glTranslatef(), etc apply to the current matrix. You must specify at some point which matrix you are working with. For example, glMatrixMode( GL_PERSPECTIVE ); // we want to modify the persp. matrix glLoadIdentity(); // clear out the current matrix and replace with identity gluPerspective( 80.0, // horizontal angle of the field of view (what you can see) (double)width / (double)height, // the aspect ration of your window 0.01, // the near clipping plane. clips coords with Zs < 0.01 500.0, // far clip plane. clips coords with Zs > 500.0 ); glMatrixMode( GL_MODELVIEW ); // now start modifying the modelview matrix glLoadIdentity(); // again, fill with identity matrix // rotate then translate, the ordering IS important. Try it the // other way around and see what happens. :) glTranslatef( 50.0, 0, 0 ); // translate 50 units to the left glRotatef( 30, 1, 0, 0, ); // rotate 30 degrees about the X axis glBegin( .. ); // ... glEnd(); Hopefully my explanation and NeHe's tutorials can give you a good start. Please email the list again if you have any more questions or if I missed one of your questions. Good luck with the BMX game! You should work on it with your source in CVS so you can get your code backed up and others can see you work and learn from it as you work on it. cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Mon, 25 Mar 2002, Lou Herard wrote: > So, I've decided to take the quantum leap into the realm of 3D graphi= cs with OpenGL and glut. The only problem is that I HAVE NO FRIKKIN IDEA W= HAT I'M DOING!!!! So, I was wondering if any of you 3D gurus had any words= of wisdom for me. OK, now let me go into a little bit of detail about wha= t I need help with. > > I'm making a BMX game. My plan is to make it like Mat Hoffman's Pro = BMX, with better gameplay (I'll let Hoffman beat me in the graphics departm= ent for right now). I'm working on the bike model. Right now, all I have = is the wheel class, which stores the wheel's world coordinates. Ultimately= , the wheel's world coordinates will be determined by the bike (since the w= heel is connected to the bike), but for now it's just floating in space. A= nyway, I have the points that constitute the wheel stored in a couple GL_LI= NES structures (basically, to enhance the 3D look, I made two identical cir= cles, one on the positive side of the Z axis, and one on the negative side = of the Z axis). I was looking through the redbook and it confuses the hell= out of me. How do I set the program up for 3D viewing? All this glMatrix= Mode and other stuff is kinda strange to look at. And then, once I have th= at set up, how do I actually transform the points in the structure? I'll l= ook at some code, too, but anyone who helps me out gets $5. (ok, maybe not= , but if you have any suggestions, I'd really appreciate them.) > > - Lou > > P.S. Over break, I was cleaning out my old laptop and I found some of th= e stuff I made in QB45. If anyone wants to see it, I can bring it to the m= eeting on Thursday. I have some executables. > |
From: Lou H. <lh...@ia...> - 2002-03-26 05:44:57
|
So, I've decided to take the quantum leap into the realm of 3D = graphics with OpenGL and glut. The only problem is that I HAVE NO = FRIKKIN IDEA WHAT I'M DOING!!!! So, I was wondering if any of you 3D = gurus had any words of wisdom for me. OK, now let me go into a little = bit of detail about what I need help with. I'm making a BMX game. My plan is to make it like Mat Hoffman's Pro = BMX, with better gameplay (I'll let Hoffman beat me in the graphics = department for right now). I'm working on the bike model. Right now, = all I have is the wheel class, which stores the wheel's world = coordinates. Ultimately, the wheel's world coordinates will be = determined by the bike (since the wheel is connected to the bike), but = for now it's just floating in space. Anyway, I have the points that = constitute the wheel stored in a couple GL_LINES structures (basically, = to enhance the 3D look, I made two identical circles, one on the = positive side of the Z axis, and one on the negative side of the Z = axis). I was looking through the redbook and it confuses the hell out = of me. How do I set the program up for 3D viewing? All this = glMatrixMode and other stuff is kinda strange to look at. And then, = once I have that set up, how do I actually transform the points in the = structure? I'll look at some code, too, but anyone who helps me out = gets $5. (ok, maybe not, but if you have any suggestions, I'd really = appreciate them.) - Lou P.S. Over break, I was cleaning out my old laptop and I found some of = the stuff I made in QB45. If anyone wants to see it, I can bring it to = the meeting on Thursday. I have some executables. |
From: Chad A. <ae...@ae...> - 2002-03-14 05:30:03
|
http://everything2.com/index.pl?node_id=729078 Interesting. |
From: Chad A. <ae...@ae...> - 2002-03-11 15:36:50
|
Yeah. Install PyGame. :) http://www.pygame.org/ > I get this output: > > Traceback (most recent call last): > File "move.py", line 2, in ? > import pygame # bring in the pygame module > ImportError: No module named pygame > > when I run > > python2 move.py > > under linux... > (I got an error on -= when I ran "python move.py") > > any ideas? |
From: Kevin M. <ke...@vr...> - 2002-03-11 15:31:46
|
I get this output: Traceback (most recent call last): File "move.py", line 2, in ? import pygame # bring in the pygame module ImportError: No module named pygame when I run python2 move.py under linux... (I got an error on -= when I ran "python move.py") any ideas? -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-03-08 19:28:39
|
I've been playing with Visual Studio.NET... and GOD IS IT SEXY!!!! It even supports saving your text files with UNIX line endings!! :D :D:D:D:D *drools at Microsoft* |
From: Chad A. <ae...@ae...> - 2002-02-22 11:45:29
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I've just released version 0.1.0 of my image library, Corona. It makes it easy to add support for loading images to your application (textures in your game, for example): #include <corona.h> using namespace corona; ... Image* background = OpenImage("background.jpeg"); int width = background->getWidth(); int height = background->getHeight(); PixelFormat format = background->getFormat(); void* pixels = background->getPixels(); The distribution comes with a very simple GLUT app that loads an image and fills the whole GLUT window with it. You can view the source to the application at http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/corona/corona/examples/glut/glut.cpp?rev=1.2&content-type=text/vnd.viewcvs-markup More information at http://aegisknight.org/corona |