Re: [PyOpenGL-Users] Building PyOpenGL from scratch...
Brought to you by:
mcfletch
|
From: Mike C. F. <mcf...@ro...> - 2004-12-23 05:10:34
|
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
|