[PyOpenGL-Users] Re: Building PyOpenGL from scratch...
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From: Dave R. <dr...@co...> - 2004-12-24 00:58:05
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On Thursday 23 December 2004 00:10, Mike C. Fletcher wrote: > 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. PyOpenGL is available for OS X via darwinports.org - that's probably the easiest way to get it installed (I've done it). If you don't want to bother with installing darwinports, you could at least look at their package file and see what they did to get it to compile. Dave |