Re: [PyOpenGL-Users] Building PyOpenGL from scratch...
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From: Mike C. F. <mcf...@ro...> - 2004-12-23 05:10:34
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Israel C. Evans wrote: > > hello all.. > I'm attempting to build PyOpenGL from scratch and I'm a little unclear > on some of the directions. I'm hoping you can help clarify some things > for me. My intention is to build PyOpenGL for Python2.4. You're missing the key piece of information: for what platform? Oh, I see later it's OS X... > I'm fairly new to building software from scratch and I'm not fully > understanding what must be done.. How does one make the GL, GLU and GLUT > headers available to distutils? This depends on your compiler. Don't know what mac requires, honestly, the Python-for-mac people take care of all that and contribute back patches if there's a problem. Here's what their .cfg files looks like at the moment: include_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Headers library_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Libraries Macintosh HD:SWDev:Jack:OpenGL SDK:Resources which suggests (to me, anyway) that the OpenGL code is available from an OpenGL SDK somewhere. > So far, I've built PIL, and Numarray, but not Numeric.. I'm still > working on Numeric. Is Numarray a workable substitute? I assume it > wouldn't just work if I dropped it in though.. I've got Tcl/Tk. AFAIK you'll need Numeric for PyOpenGL to build properly. > I'm not sure about building GLUT. Would anyone have any pointers to > getting this package for macosx 10.3 intended for python 2.4? No clue I'm afraid. I would expect it to be available already, given OSX's extensive use of OpenGL. Good luck, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |