Re: [PyOpenGL-Users] glVertexAttribPointer(); loading platform-specific functions
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mcfletch
From: Mike C. F. <mcf...@vr...> - 2009-08-18 16:22:13
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Joshua Davis wrote: >>> I don't see any obvious problems with the attribute-based version. >>> I've ... > The two versions of the program are attached below. They differ only > in the initializeShaders() and handleDisplayEvent() functions. But I > suppose the better diagnostic tool is the fact that the shader_4.py > tutorial doesn't seem to generate any fragments on my machine (see my > previous post). Okay, on 2 Linux AMD64 machines (with a Radeon Mobility 3650 and a Geforce 7600), the two scripts produce exactly the same output, these machines have core shader/vbo support, but the script also works if I disable use of the core libraries and use the ARB extensions on the Radeon machine. Hypotheses: * we could be looking at an error in the ARB versions on the Mac driver (extremely unlikely, this is bog-standard stuff) * could be a bug in how we're wrapping the ARB versions o might be a difference between accelerated/unaccelerated PyOpenGL, but doesn't appear to be (I've tested with both on Linux with this script) o might be a platform-specific requirement for the wrapper that we're missing (would be surprising, given that the rest of the extensions are working) * could be some subtle usage bug that Linux ignores but Mac rejects o I'd be surprised there, this is pretty straight-forward code The fact that shader_4 demonstrates the same effect would suggest that we've got something wrong in the wrapper, but without a Mac to test on I'm somewhat limited here in tracking down the failure. I may be able to have a friend try the script at PyGTA this evening. Good luck, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |