Re: [PyOpenGL-Users] [Fwd: Re: Vertex Buffer Objects]
Brought to you by:
mcfletch
From: Mike C. F. <mcf...@vr...> - 2008-11-07 21:15:10
|
Steven White wrote: > After dinner I was able to sit down with some help and remove several > questionable lines of code that had slowly found there way in to the > code as I was stripping down the application during debugging to find > the error. Unifying the type to GL.GLuint seems to have fixed the > system crash problem, but the VBO will still does not post to the > display. By removing the index buffer and only using the index data > during the glDrawArrays call I was able to get what looked like a bow > tie artifact on the screen on my friends fedora 5 machine, but both of > my personal machines render only the clear color. I've attached a version that (with current BZR head of PyOpenGL) renders two squares. You can comment out the second call to glDrawElements if you want to run it on an older PyOpenGL. I'm just using the OpenGL.arrays.vbo.VBO implementation, I know, lazy, but oh well. If you want you can just trace through and see what OpenGL calls are running with the VBO bind/unbind calls. This version will work with either core or ARB versions of vertex buffer objects. BTW, if you could just attach runnable files when sending a support request it would help me. Having to strip off the line numbers uses up time that could be spent on development. > I have stripped my application to an exit command and a single polygon > render and attached copied it at the bottom of this message. I am > hopping in the morning someone with more experience in pyOpenGL can > inform me on what may be causing the issue. As a side note I am > having a rather hard time debugging the application because non of my > profilers seem to be able to intercept the opengl calls. Does anyone > have a solution for the OpenGL side of an pyOpenGL application like > you would in C. You can use the built-in pdb module to debug Python code. Just do: import pdb; pdb.set_trace() before the call you want to trace into and you can step down to the call that's going into the GL. Since that call is normally to the system GL directly it's somewhat difficult to trace it below that (you can go into ctypes, but that's seldom useful), since ctypes has stabilized I haven't had to go below that level. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |