[PyOpenGL-Users] Works on OSX, not Windows
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mcfletch
From: Derakon <de...@gm...> - 2011-11-29 18:41:44
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I have a program that's intended to display the output of a scientific camera -- a ~2500x~2000 greyscale image. This exceeds the maximum texture size on the target computer, so I split the image into smaller tiles which are displayed side-by-side. I wrote up a test application which works fine on my OSX laptop, but not on the (Windows 7) target computer. The problem I'm seeing is that every tile is showing what the last tile is supposed to show. So for example if I render tiles at (0, 0), (0, 1), (1, 0), and (1, 1), then all of the tiles will display the content from the (1, 1) tile. Here's the test app: http://pastebin.com/yEaeLUNv It depends on wxPython, pyOpenGL, and numpy. Everything up to line 121 is WX glue code and can be ignored (the sample image is generated at line 10, if you care). The OnPaint function there calls the render() method for each Image class instance; those Images then render individual tiles. I apologize for the inconsistent code style and use of deprecated OpenGL features; this is a mishmash of old and new-ish code from multiple authors. Any ideas what I'm doing wrong? Or how I'd go about figuring this out? I've yet to figure out how to effectively debug errors in my usage of OpenGL. -Chris |