Re: [PyOpenGL-Users] Pygame surfaces as PyOpenGL textures?
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From: Jan E. <ch...@in...> - 2001-11-11 12:26:18
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On Sun, 11 Nov 2001, Richard Jones wrote: >On Sat, 10 Nov 2001 22:59, Jan Ekholm wrote: >> Hi, >> >> Well, I got bitten by the OpenGL bug, and did some small tests with >> pygame and pyopengl. All works just fine, and speed of development is way >> faster than with C/C++. >> >> Did a small terrain rendering that is both slow and ugly, but which seems >> to do what it should do. See a snapshot at: >> >> http://www.infa.abo.fi/~chakie/cm/snapshot4.jpg > >There was a really useful article either on gamasutra or gamedev regarding >texturing of landscapes. Number one tip is to blend - use a large texture >that gives a change over a large area and then the smaller texture like the >one you're currently using to give some finer detail. Makes the repetition of >the finer detail texture much less apparent. Hmm, this sounds like a good idea. I'm a total newbie when it comes to issues like this. Unfortunately I think that performance would suffer a great deal from additional blending? My ultimate goal with this project is to see if it is feasible to build something like the terrain in Combat Mission (my favourite game) in pygame and pyopengl. After a year or so (if all works) I'd change the terrain rendering in our game from the current 2D to this 3D engine. See a few shots at: http://www.combatmission.com/mods/grass.asp Richard, I'll try your code tomorrow when I get back to the machine where I installed pyopengl. Do you happen to have access to a png where the alpha channel definitely works with your code? Could make it easier to debug if I know the file is absolutely ok. -- - "Remember -- that which does not kill us can only make us stronger." - "And that which does kill us leaves us dead!" -- Terry Pratchett, Carpe Jugulum |