Re: [PyOpenGL-Users] Drawing a texture into a pyglet window
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From: Brice T. <bps...@gm...> - 2012-01-14 12:23:30
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Dear Ian, Thank you for your reply. What I do not understand is that most of this code work fine when I am using Pyopengl with GLUT but it fails when I use is with a pyglet window? On 14 January 2012 04:12, Ian Mallett <geo...@gm...> wrote: > Hi, > > Crashes line 36/38 with index out of bounds. Changing the index to 0 in > both cases. > > As to your problem: > -Line 59, you set GL's color to black. Set it to white. > -Scale Z by 255.0 on line 82. > I am intending to apply a gaussian filter with a shader once I got this bit working. It is why I am using glFloat. I thought the maximum value in that case would be 1.0. > > Actually, if this is your first OpenGL program, I'm rather > impressed--you've gotten pretty far. > Well, I found bits and pieces by searching the web. > Tips: > -Change line 38 to not fullscreen. You'll find this is easier to debug. > -Functional programming for right now. OO design just to wrap up some > functions is overkill. > -Be sure to only load your textures once. Take it out of your draw method. > -Don't use GL_LUMINANCE. Use GL_RGB, and GL_RGBA. If you're all for > speed and are feeling up to it, always use GL_BGRA, because that's often > how the GPU represents it internally. > - Could you tell me why I should not use GL_LUMINANCE > -Clean up after yourself with glDeleteTextures. Eventually, you should > make a texture class for all your textures, and you'll put this in its > destructor. > -Check out some tutorials. > > Ian > Many thanks Brice |