Re: [PyOpenGL-Users] glVertexAttribPointer(); loading platform-specific functions
Brought to you by:
mcfletch
From: Mike C. F. <mcf...@vr...> - 2009-08-18 16:34:56
|
Joshua Davis wrote: ... > Thanks a lot; I've got it installed now. The shader_4.py tutorial now > runs without raising any errors, but it doesn't seem to generate any > fragments; it's just a white screen. (This seems to be exactly what > happened with my own vertex attribute array code.) I've pasted its > console output below. > > I'm using PyOpenGL 3.0.1a3. Maybe this is relevant: My hardware is an > ATI Radeon 9600, which is supposed to support OpenGL 2.0, but the > output below suggests that it's providing only OpenGL 1.5. Is this a > driver issue? I'm on Mac OS X 10.4.11, and Apple updates drivers > automatically. OpenGL 1.5 should be enough for VBOs anyway. As an > aside, elsewhere in my application I'm using framebuffer objects with > no problem. > The 9600 is definitely using the ARB versions of the extensions, not core. That shouldn't matter. As noted, when I disable core on my Linux machines I can run your code with the ARB versions. The 9600 is a relatively old architecture (2002), so it's not impossible that it doesn't properly handle attributes. I see at least one mesa changelog where glGetAttribLocation was always returning 1 for every call, but that's extremely old now. Can you add these lines to the top of your script and run it, please: import logging logging.basicConfig( level = logging.DEBUG ) import OpenGL OpenGL.FULL_LOGGING = True it'll dump every call it makes onto the console, include all the parameters it's passing. That should let me inspect and see if we're getting the wrong values showing up at the GL level. Good luck, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |