Re: [PyOpenGL-Users] glVertexAttribPointer(); loading platform-specific functions
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mcfletch
From: Joshua D. <joshuardavis@q.com> - 2009-08-19 22:38:29
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On 2009 Aug 19 , at 11:59 AM, Mike C. Fletcher wrote: > The trace looks fine. There's an unlikely possibility, which is that > the shader compilation happening before mainloop/display callback > might > fail on OSX's GLUT. To test that, comment out the calls to > initializeShaders and handleDisplayEvent at the top-level of your test > script and add: > > if not shaderProgram: > initializeShaders() > > to the top of your handleDisplayEvent() function. I doubt *very* > strongly that is the problem, as *all* OpenGLContext initialization > happens in that same state (post context creation, pre mainloop) and > it's never been a problem before. Didn't get to trying the code on > friend's Mac last night either. As you suspected, this was not the problem; making that change did not fix things. > Would be nice if we could confirm that this machine can handle > attributes at all (so we know whether this is a problem with the > wrapper > or the driver). I am attaching a new program and its debugging output. This program uses the legacy glVertexPointer() to specify the vertices, but uses a "color" attribute variable to specify a single color. It works correctly; changing "color" to yellow or magenta causes all fragments to be that color. So my machine/driver/wrapper can handle individual attribute variables, but it has a problem with attribute arrays? I'm going to try to get attribute arrays working from C, as you suggested in your other message. (The specs I've found online for the Radeon 9600 are too vague to be useful.) Until then I'll stop pestering you. Thanks for your help! Josh |