Thread: [PyOpenGL-Devel] Test program?
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From: Rik <ric...@ya...> - 2014-05-22 22:54:05
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Can someone point me to, or send a test program? I'm on a windows box, also? I have been reading the "red-book" how well does it translate to Py? I luv Py! But was learning c\c++ to learn opengl thanks for adding me Oh, if there is a FAQ's??? I didn't see it? Sorry. {/•Rik•\} |
From: Ian M. <ia...@ge...> - 2014-05-24 17:17:08
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On Thu, May 22, 2014 at 3:53 PM, Rik <ric...@ya...> wrote: > Can someone point me to, or send a test program? I'm on a windows box, > also? My PyOpenGL base code<http://geometrian.com/programming/tutorials/OpenGL%20Program%20Shell.py.txt>is well-worn, simple code for a "hello world" into 3D OpenGL. > I have been reading the "red-book" how well does it translate to Py? Pretty much directly. Keep in mind that the red book is OpenGL 2, which is technically deprecated. It's not going away anytime soon, but you should be aware that GL 3, 4 are now standard. > I luv Py! But was learning c\c++ to learn opengl thanks for adding me > I can't parse this. C/C++ and OpenGL are wonderful together, since much of the low-level stuff OpenGL needs is naturally represented by the language. > Oh, if there is a FAQ's??? I didn't see it? Sorry. > GIYF > {/•Rik•\} > Ian |
From: Sam B. <sam...@se...> - 2014-05-25 13:37:36
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On sab, 2014-05-24 at 10:16 -0700, Ian Mallett wrote: > I have been reading the "red-book" how well does it translate > to Py? > Pretty much directly. Keep in mind that the red book is OpenGL 2, > which is technically deprecated. It's not going away anytime soon, but > you should be aware that GL 3, 4 are now standard. The current edition, is for 4.3, which is what I've been reading. It includes the glsl stuff, so it's kind of the red/orange book now. http://www.amazon.co.uk/OpenGL-Programming-Guide-Official-Learning/dp/0321773039/ref=sr_1_1/277-3182922-3536901?ie=UTF8&qid=1401023378&sr=8-1&keywords=opengl+redbook As said, it's pretty much a direct comparison. There are a couple of minor differences, but you work them out pretty easily, and will likely find yourself just using the C OpenGL docs. For example, lists will be automatically converted when OpenGL expects an array, and sometimes you might not have an argument for the length of the array, as that information is in the Python object anyway. |
From: Ian M. <ia...@ge...> - 2014-05-27 06:11:14
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On Sun, May 25, 2014 at 6:20 AM, Sam Bull <sam...@se...> wrote: > On sab, 2014-05-24 at 10:16 -0700, Ian Mallett wrote: > > I have been reading the "red-book" how well does it translate > > to Py? > > Pretty much directly. Keep in mind that the red book is OpenGL 2, > > which is technically deprecated. It's not going away anytime soon, but > > you should be aware that GL 3, 4 are now standard. > > The current edition, is for 4.3, which is what I've been reading. It > includes the glsl stuff, so it's kind of the red/orange book now. > To clarify: I have a slightly older edition of the Red Book (ostensibly for GL 3.0 and 3.1). However, in my experience, it really only discusses GL 2 technology. I haven't had much use for it other than as a bookshelf reference for the hard-to-Google. I spot-checked it just now: there are three chapters dedicated to (now completely) deprecated APIs (inc. display lists and GLU). What they did have of GL 3, 4 functionality still used deprecated APIs (glVertex3f, etc.). My guess is that the current edition continues the trend, leaving a lot of legacy cruft in there. ---- My recommendation, if you're serious about learning OpenGL, is to learn C || C++ and then start writing some simple OpenGL 2 applications. There are loads of examples of these, and the technology is both well-understood and easy to use. Once you get comfortable with this (which may take several years--weeks or months, at least), then I'd start playing with modern APIs (GL 3 and on). This will give you a feel for how to use the graphics pipeline, as well as a deep understanding of it. Regarding language choice, I got *a lot* out of PyOpenGL (having taught myself Python and PyOpenGL). Python is a wonderful language to learn, and PyOpenGL is a great tool, but for advanced OpenGL (> GL 2), I have found C-like-languages' directness advantageous. Ian |
From: Sam B. <sam...@se...> - 2014-05-27 10:44:53
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On lun, 2014-05-26 at 23:10 -0700, Ian Mallett wrote: > I spot-checked it just now: there are three chapters dedicated to (now > completely) deprecated APIs (inc. display lists and GLU). What they > did have of GL 3, 4 functionality still used deprecated APIs > (glVertex3f, etc.). My guess is that the current edition continues the > trend, leaving a lot of legacy cruft in there. Fortunately, you're wrong. The book has never mentioned display lists, glVertex3f and the like. The book approaches it as this is the new-style OpenGL, it's all shaders, VBOs etc., we're not going to look at old-style (which is probably why it took so long for them to rewrite this edition). The whole book is focused on how to use OpenGL 3.3-4.3, and doesn't even look at old style OpenGL anymore. So, with the new style, as I understand it, it's not even possible to use the old OpenGL 2 pipeline (which is why it's not really mentioned in the book anymore). For example, you need a basic shader to draw even the most primitive shape, you can't use glVertex3f() etc. to draw a simple shape, you would have to use a VBO and shader. |
From: Ian M. <ia...@ge...> - 2014-05-27 19:45:48
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On Tue, May 27, 2014 at 3:44 AM, Sam Bull <sam...@se...> wrote: > On lun, 2014-05-26 at 23:10 -0700, Ian Mallett wrote: > > I spot-checked it just now: there are three chapters dedicated to (now > > completely) deprecated APIs (inc. display lists and GLU). What they > > did have of GL 3, 4 functionality still used deprecated APIs > > (glVertex3f, etc.). My guess is that the current edition continues the > > trend, leaving a lot of legacy cruft in there. > > Fortunately, you're wrong. The book has never mentioned display lists, > glVertex3f and the like. The book approaches it as this is the new-style > OpenGL, it's all shaders, VBOs etc., we're not going to look at > old-style (which is probably why it took so long for them to rewrite > this edition). The whole book is focused on how to use OpenGL 3.3-4.3, > and doesn't even look at old style OpenGL anymore. > > > Oooo excellent. I might be able to recommend it again. Thanks. > So, with the new style, as I understand it, it's not even possible to > use the old OpenGL 2 pipeline (which is why it's not really mentioned in > the book anymore). For example, you need a basic shader to draw even the > most primitive shape, you can't use glVertex3f() etc. to draw a simple > shape, you would have to use a VBO and shader. > Correct. With, say, a GL 4 context, although it's not a GL error to call into deprecated APIs (it just might not do as you expect; in my experience it has no effect), it will be reported as a "high severity" error if you created the context as a debug context (which, if you're using C-level APIs, you should do). Ian |