Re: [PyOpenGL-Users] Shader problems
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mcfletch
From: Mike C. F. <mcf...@vr...> - 2008-11-17 00:16:22
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Tim Bocek wrote: > Mike- > Thanks for your comprehensive response! I've managed to figure out > that I need to use the ARB extensions but that they do work > (downloaded a c example program that convinced myself of this). Now I > gotta figure out whether there's an ARB-supporting computer I can demo > to my instructor with, if not it doesn't look too bad to support both > with a runtime switch ;) from OpenGL.extensions import alternate from OpenGL.GL import * from OpenGL.GL.ARB.shader_objects import * from OpenGL.GL.ARB.fragment_shader import * from OpenGL.GL.ARB.vertex_shader import * glCreateShader = alternate( 'glCreateShader', glCreateShader, glCreateShaderObjectARB ) glShaderSource = alternate( 'glShaderSource', glShaderSource, glShaderSourceARB) glCompileShader = alternate( 'glCompileShader', glCompileShader, glCompileShaderARB) glCreateProgram = alternate( 'glCreateProgram', glCreateProgram, glCreateProgramObjectARB) glAttachShader = alternate( 'glAttachShader', glAttachShader,glAttachObjectARB ) glValidateProgram = alternate( 'glValidateProgram',glValidateProgram,glValidateProgramARB ) glLinkProgram = alternate( 'glLinkProgram',glLinkProgram,glLinkProgramARB ) glDeleteShader = alternate( 'glDeleteShader', glDeleteShader,glDeleteObjectARB ) glUseProgram = alternate('glUseProgram',glUseProgram,glUseProgramObjectARB ) glGetProgramInfoLog = alternate( glGetProgramInfoLog, glGetInfoLogARB ) Should let you use the GL 2.0 versions and auto-fallback to the ARB versions when 2.0 isn't available. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |