Re: [PyOpenGL-Users] Help with VAOs
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From: Nicolas P. R. <Nic...@in...> - 2015-01-28 05:26:50
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Yes, glumpy is kind of personal laboratory for experiencing new rendering techniques. In the end (next March), everything that is in glumpy should be available in vispy as well. Nicolas > On 27 Jan 2015, at 23:44, Chris Barker <chr...@no...> wrote: > > Nicolas, > > It looks from docs like VisPY is kind of a next-generation Glumpy -- but is there still stuff in Glumpy that isn't in VisPy? > > -Chris > > > On Tue, Jan 27, 2015 at 2:33 PM, Nicolas P. Rougier <Nic...@in...> wrote: > > Maybe this tutorial can help you: > > http://www.labri.fr/perso/nrougier/teaching/opengl/ > > > Along with these two projects: > > * http://glumpy.github.io > * http://vispy.org > > > Nicolas > > > > On 27 Jan 2015, at 22:39, Chris Barker <chr...@no...> wrote: > > > > Sorry, I'm going to be really vague here, as it's been a while. > > > > glBegin() > > glVertex(...) > > [...] > > glEnd() > > > > is the "old" way, and you are right, you really don't want to do that. > > > > The "new" way is all the shader magic - it may be time to bite the bullet and learn that. > > > > But the semi-new way is to use Vertex Buffer OBjects (VBOs) to efficiently store your vertices on the Card. A little googling should get you started. > > > > -CHB > > > > > > > > On Tue, Jan 27, 2015 at 12:36 PM, Johannes Bauer <dfn...@gm...> wrote: > > Hello list, > > > > I'm trying to store objects (currently only vertices) on the graphics > > card so that I can avoid lots of: > > > > glBegin() > > glVertex(...) > > [...] > > glEnd() > > > > I've tried lots and lots of code now (none of which fully did what I > > wanted) and really am losing my mind soon :-( I could adapt this to work > > with my code: > > > > https://gist.github.com/MorganBorman/4243336 > > > > And it does work, but when integrated in my 3D environment I noticed > > that the drawn objects are not rendered perspectively, but just a flat > > object. > > > > I'm looking for the easiest way to dump a bunch of vertices onto the > > graphics card and later reference those vertices to draw some object and > > have it render as if I had used glBegin(), glVertex(), glEnd(). Is this > > possible at all? Which approach should I look into? > > > > In general I've seen two different approaches, one that involes (usually > > super-primitive) shaders, others do not. I do not see why I would need a > > custom-shader for this task, is this really necessary? > > > > My goal ultimately is to store surfaces (i.e. vertices, their normals, > > their texture UV coordinates) on the graphics card. > > > > Any help is greatly appreciated, > > Johannes > > > > ------------------------------------------------------------------------------ > > Dive into the World of Parallel Programming. The Go Parallel Website, > > sponsored by Intel and developed in partnership with Slashdot Media, is your > > hub for all things parallel software development, from weekly thought > > leadership blogs to news, videos, case studies, tutorials and more. Take a > > look and join the conversation now. http://goparallel.sourceforge.net/ > > _______________________________________________ > > PyOpenGL Homepage > > http://pyopengl.sourceforge.net > > _______________________________________________ > > PyOpenGL-Users mailing list > > PyO...@li... > > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > > > > > > > -- > > > > Christopher Barker, Ph.D. > > Oceanographer > > > > Emergency Response Division > > NOAA/NOS/OR&R (206) 526-6959 voice > > 7600 Sand Point Way NE (206) 526-6329 fax > > Seattle, WA 98115 (206) 526-6317 main reception > > > > Chr...@no... > > ------------------------------------------------------------------------------ > > Dive into the World of Parallel Programming. The Go Parallel Website, > > sponsored by Intel and developed in partnership with Slashdot Media, is your > > hub for all things parallel software development, from weekly thought > > leadership blogs to news, videos, case studies, tutorials and more. Take a > > look and join the conversation now. http://goparallel.sourceforge.net/_______________________________________________ > > PyOpenGL Homepage > > http://pyopengl.sourceforge.net > > _______________________________________________ > > PyOpenGL-Users mailing list > > PyO...@li... > > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > > > > -- > > Christopher Barker, Ph.D. > Oceanographer > > Emergency Response Division > NOAA/NOS/OR&R (206) 526-6959 voice > 7600 Sand Point Way NE (206) 526-6329 fax > Seattle, WA 98115 (206) 526-6317 main reception > > Chr...@no... |