Re: [PyOpenGL-Users] Use OpenGL 4.3 and compute shaders with PyOpenGL
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From: Ian M. <ia...@ge...> - 2016-08-19 09:47:19
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On Thu, Aug 18, 2016 at 1:41 AM, Michael Bieri <mi...@gm...> wrote: > I'd like to use compute shaders with PyOpenGL. That will require OpenGL > 4.3. Currently I do not even know, what version is actually running on my > system. In general, I'm a bit lost... > So . . . like, *how* lost? Have you used compute shaders before? OpenGL before? PyOpenGL before? > So, first of all: How can I find out which version of PyOpenGL > Whichever version you installed. If you don't remember, try the following: import OpenGL print(OpenGL.version.__version__) Remember that, despite appearances, this is the PyOpenGL version--the package. It doesn't say anything about what the OpenGL context can do (that's also how it's possible to get this information without a GL context). > and OpenGL I have? > Create a context using your favorite windowing system. During that process, you choose (or it's done for you). If you're asking about what your system supports, look up your GPU name for GL support. Alternately, the program "GPU Caps Viewer" will measure the capability of your GPU/driver combination and report in-detail. Second, is it possible to update to OpenGL 4.3 > What precisely do you mean by this? > and an according PyOpenGL? What do I have to do (roughly)? > The latest PyOpenGL (currently 3.1.0, I believe) should support everything. It has a module for compute shaders, though I haven't used it myself. > I'm sorry, but currently I'm a bit confused about all this... > > Best regards, > Michael > Ian |