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From: Pete S. <pe...@sh...> - 2003-01-09 23:37:28
|
John wrote: > glGetFloat (GL_MODELVIEW_MATRIX) seems to return an array of > integers instead of floats. What it returns seems to be the > correct float values but interpreted as integers. > > 1065353216 is the same as 1.0 in binary. > matrix.typecode () returns 'u' Don't know what type this is?? Numeric v22 added a few new data types. one of them is that 'u' for unsigned integers. the problem is that they rearranged the enumeration for data types (instead of adding the new types to the end). the result is that code compiled against Numeric v21 gets some funky typing problems when run against Numeric v22. anyways, without any actual testing or debugging on my end, i am guessing this is the problem. (call it 'speculative debugging', haha) |
From: John <j2...@jt...> - 2003-01-09 22:46:23
|
glGetFloat (GL_MODELVIEW_MATRIX) seems to return an array of integers = instead of floats. What it returns seems to be the correct float values = but interpreted as integers. eg: glMatrixMode (GL_MODELVIEW) glLoadIdentity () matrix =3D glGetFloat (GL_MODELVIEW_MATRIX) print matrix [[1065353216 0 0 0] [ 0 1065353216 0 0] [ 0 0 1065353216 0] [ 0 0 0 1065353216]] 1065353216 is the same as 1.0 in binary. matrix.typecode () returns 'u' Don't know what type this is?? matrix =3D glGetDouble (GL_MODELVIEW_MATRIX) print matrix [[ 0 1072693248 0 0] [ 0 0 0 0] [ 0 0 0 1072693248] [ 0 0 0 0]] Don't know why this happens with the same matrix, maybe an overflow? matrix.typecode () returns 'l' which is long integer. Ok? Get em fixed :P John |
From: SourceForge.net <no...@so...> - 2003-01-07 13:06:46
|
Feature Requests item #457423, was opened at 2001-08-31 17:45 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=457423&group_id=5988 Category: new module-OpenGLContext Group: OpenGLContext v1.0 >Status: Closed >Resolution: Rejected Priority: 3 Submitted By: Mike C. Fletcher (mcfletch) Assigned to: Mike C. Fletcher (mcfletch) Summary: Image Cache mechanism Initial Comment: Needed in systems where textures are re-used among large numbers of objects. Should provide for loading, sharing and destruction of images/textures. Preferably allow listing/querying/copying of the objects and their meta-data, nice to allow URL download using urlretrieve or the like. This would be an OpenGLContext utility, not a core library one. ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 08:08 Message: Logged In: YES user_id=34901 Doesn't belong in a testing/demo framework, so why do it. Rejecting my own request is fun :) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=457423&group_id=5988 |
From: SourceForge.net <no...@so...> - 2003-01-07 13:05:15
|
Feature Requests item #661691, was opened at 2003-01-03 10:54 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 Category: GL Group: v2.2 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL is at 1.4 Initial Comment: Currently, OpenGL is at version 1.4. It sure would be nice to access the new features from withion Python. ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 08:06 Message: Logged In: YES user_id=34901 Agreed, want to submit a patch ;) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 |
From: SourceForge.net <no...@so...> - 2003-01-07 13:04:02
|
Feature Requests item #649569, was opened at 2002-12-06 10:26 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649569&group_id=5988 Category: GL Group: None Status: Open Resolution: None Priority: 5 Submitted By: Christoph Wiedemann (wiedeman) Assigned to: Nobody/Anonymous (nobody) Summary: GL_EXT_paletted_texture Initial Comment: Are there any plans to support this extensions in the near future ? ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 08:05 Message: Logged In: YES user_id=34901 I don't really have to time to wrap it and test it. You could probably pull together a .i file using the various other extensions as a template in an hour or so. Test code for the extension would be useful as well :) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649569&group_id=5988 |
From: SourceForge.net <no...@so...> - 2003-01-07 12:59:40
|
Feature Requests item #663654, was opened at 2003-01-07 07:29 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=663654&group_id=5988 >Category: None >Group: None >Status: Closed >Resolution: Rejected Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Joystick support Initial Comment: Hello I wish to build a general purpose 3D engine with Python and I would like it to support at least all of the axies in the Direct X library, con you do these please as I wish to make a R.A.D 3D game appilcation from Python and use the language to write 3D games as well? fa...@su... ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 08:01 Message: Logged In: YES user_id=34901 DirectX, of course, is a different system than OpenGL. PyOpenGL wraps the GLUT joystick functions (at least, they're in the documentation, I've never used them (don't even own a joystick to test them)). I assume DirectX has lots of funky mechanisms (i.e. DirectInput) for configuring the joystick, but I don't see it as within the PyOpenGL project's scope to wrap DirectX. You are, however, in luck. PyGame works fine with PyOpenGL, and it's purpose _is_ to wrap DirectX (actually the cross-platform SDL library, but it's very similar). See their Joystick object here: http://www.pygame.org/docs/ref/Joystick.html Have fun, Mike ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=663654&group_id=5988 |
From: SourceForge.net <no...@so...> - 2003-01-07 12:28:00
|
Feature Requests item #663654, was opened at 2003-01-07 04:29 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=663654&group_id=5988 Category: build Group: OpenGLContext v2.0 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Joystick support Initial Comment: Hello I wish to build a general purpose 3D engine with Python and I would like it to support at least all of the axies in the Direct X library, con you do these please as I wish to make a R.A.D 3D game appilcation from Python and use the language to write 3D games as well? fa...@su... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=663654&group_id=5988 |
From: Mike C. F. <mcf...@ro...> - 2003-01-07 10:29:21
|
In response to the one comment regarding needed changes to the website ;) ... I've attached my first draft of a beginner's documentation guide for PyOpenGL. Basically it tries to give the new PyOpenGL programmer pointers to various sources of sample code and beginner-level documentation. If there are resources you think absolutely must be discussed, please let me know. Note that some of the links are to pages which are not yet put up, most of these are in CVS under OpenGLContext/docs if you are insanely curious. Suggestions definitely welcome, as I am not particularly sure what new programmers need, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2003-01-04 03:49:47
|
I'm going to be spending a few hours sometime this weekend updating the main PyOpenGL web site. One of the things I would like to add are some screenshots, particularly more complex and/or involved scenes, large applications and the like. No guarantees that any particular screenshot will get in, but I will try to be fairly liberal in selection. Short summaries of what is seen in the screenshot, and links to project pages will be necessary in most cases. Try to keep the summaries down to around a single paragraph. Screen shots should be around 800 by 600 (I will be creating thumbnails for an index page). Other suggestions for updates/fixes/enhancements would be useful, at the moment I'm focusing almost all of my efforts on the OpenGLContext 2.0 portion of the website (including considerably more documentation than the 1.0 release had), but if there is something that needs to change for the main website, I will look into it. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: SourceForge.net <no...@so...> - 2003-01-03 15:53:48
|
Feature Requests item #661691, was opened at 2003-01-03 07:54 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 Category: GL Group: v2.2 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL is at 1.4 Initial Comment: Currently, OpenGL is at version 1.4. It sure would be nice to access the new features from withion Python. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 |
From: Mike C. F. <mcf...@ro...> - 2002-12-30 11:55:50
|
I've just checked in a fix for these two wrappers. They were both using incorrect objects as the source for calculating dimensions (using swig's internal naming of arguments for these particular wrappers, so what used to work apparently stopped working when the names changed). The fixes appear to be correct (the molehill, redbook surface and redbook trim examples all run w/out exceptions), but if you use these functions, please consider checking out from CVS and testing before the next release to confirm that they're working for you. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2002-12-30 00:15:42
|
A new (source) distribution is definitely one of the things I'd like to see. I've been spending the time going through the bug and issue trackers in hopes of allowing Rene to do a new release (including both binary and source distros) soon. There is now a major memory leak fixed for all platforms, so it would be very good to make the package available with that fix. Regarding including the SWIG wrappers in CVS, it gets messy (basically every time I build they get changed). That's not horrifically bad, but it's annoying (5MB of generated files needing to be uploaded to CVS for every change). :( Still, if there's real need for this, I suppose we could do it. All-in-all I'd rather include them in source distros only (and maybe even have them be optional in those, possibly distributed as an add-on .zip file). BTW, no need to appologize regarding delays, I work on PyOpenGL only sporadically (a few weeks every 4-6 months, when I run through the issue trackers looking for low-hanging fruit I can pick off) so even a multi-month delay often isn't noticable to me ;) . I'll look at the patch sometime this evening to see if anything jumps out at me, but realistically, I have no clue what Apple/OS-X needs (never even touched an OS-X mouse, let alone built something on one). It would be helpful if other Apple people could check, apply, test and comment on the patch. I'm not exactly a PTB, but I do have check-in privileges (for the time being :) ), so if there's a general consensus (or even a silence of sufficient length), I'll check it in. Enjoy, Mike Jack Jansen wrote: > > On zaterdag, dec 28, 2002, at 06:49 Europe/Amsterdam, Mike C. > Fletcher wrote: > >> I notice that there's a darwin.cfg in the PyOpenGL2 config >> directory, and also that there is an open bug report regarding >> building on OS-X the comments on which suggest there's a need for a >> .cfg. I'm guessing the bug-report is now stale, but if I close it >> I'll likely just need to open another for "doesn't build on OS-X". >> Any of the OS-X types want to give me a heads-up on what the current >> status of PyOpenGL on OS-X is? >> >> http://sourceforge.net/tracker/ >> index.php?func=detail&aid=544084&group_id=5988&atid=105988 > > > I've attached my patch to the error report. Sorry for sitting on this > for so long, but I was too busy with other things. > > Now it's up to the powers-that-be to check the patch and hopefully > apply it. I would also like to make a case for doing a new > distribution. Without a new source distribution PyOpenGL is basically > unusable on MacOSX, unless you build from CVS. And building from CVS > is a horrendous experience, because the swig output files are not in > CVS, _and_ swig is a fast-moving target, _and_ you need to get the > exact right version of swig to have any success building PyOpenGL. > Actually, I would also like to make a case for including the > swig-generated files in CVS. I do the same for MacPython toolbox > modules, and it's a boon for people who aren't interested in hardcore > development of the package itself but just want to be on the bleeding > edge. > -- > - Jack Jansen <Jac...@or...> > http://www.cwi.nl/~jack - > - If I can't dance I don't want to be part of your revolution -- Emma > Goldman - > ... _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Jack J. <Jac...@or...> - 2002-12-29 22:50:41
|
On zaterdag, dec 28, 2002, at 06:49 Europe/Amsterdam, Mike C. Fletcher wrote: > I notice that there's a darwin.cfg in the PyOpenGL2 config directory, > and also that there is an open bug report regarding building on OS-X > the comments on which suggest there's a need for a .cfg. I'm guessing > the bug-report is now stale, but if I close it I'll likely just need > to open another for "doesn't build on OS-X". Any of the OS-X types > want to give me a heads-up on what the current status of PyOpenGL on > OS-X is? > > http://sourceforge.net/tracker/ > index.php?func=detail&aid=544084&group_id=5988&atid=105988 I've attached my patch to the error report. Sorry for sitting on this for so long, but I was too busy with other things. Now it's up to the powers-that-be to check the patch and hopefully apply it. I would also like to make a case for doing a new distribution. Without a new source distribution PyOpenGL is basically unusable on MacOSX, unless you build from CVS. And building from CVS is a horrendous experience, because the swig output files are not in CVS, _and_ swig is a fast-moving target, _and_ you need to get the exact right version of swig to have any success building PyOpenGL. Actually, I would also like to make a case for including the swig-generated files in CVS. I do the same for MacPython toolbox modules, and it's a boon for people who aren't interested in hardcore development of the package itself but just want to be on the bleeding edge. -- - Jack Jansen <Jac...@or...> http://www.cwi.nl/~jack - - If I can't dance I don't want to be part of your revolution -- Emma Goldman - |
From: <no...@so...> - 2002-12-28 06:57:02
|
Support Requests item #532669, was opened at 2002-03-20 14:25 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=205988&aid=532669&group_id=5988 >Category: GL Group: v1.5.7 >Status: Closed Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: functionality Initial Comment: I am running python1.5.2 and I want to install PyOpenGL1.5.7. I was told I would not have all the capabilities avaliable running this setup, is that true? Thanks ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2002-12-28 01:57 Message: Logged In: YES user_id=34901 Yes, that's true. Closing this request as it's very old. Please use the PyOpenGL mailing list for general questions, as we often don't get to support requests for a very long time (e.g. in this case 9 months). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=205988&aid=532669&group_id=5988 |
From: Mike C. F. <mcf...@ro...> - 2002-12-28 05:49:42
|
I notice that there's a darwin.cfg in the PyOpenGL2 config directory, and also that there is an open bug report regarding building on OS-X the comments on which suggest there's a need for a .cfg. I'm guessing the bug-report is now stale, but if I close it I'll likely just need to open another for "doesn't build on OS-X". Any of the OS-X types want to give me a heads-up on what the current status of PyOpenGL on OS-X is? http://sourceforge.net/tracker/index.php?func=detail&aid=544084&group_id=5988&atid=105988 BTW: sorry for the cross-post, just wanted to make sure Mac people not subscribed to the devel list got the question, please trim replies to just the devel list ( pyo...@li... ). Enjoy all, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2002-12-28 02:17:02
|
I've just checked in a functional (but still rudimentary) WGL and win32ui-based VRML97 Text node for OpenGLContext 2.0. I'm wondering if anyone has code for creating AGL (apple) and/or XGL (*nix) OpenGL fonts (polygon-based) that they'd be willing to contribute? Let me know, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Simon W. (Maptek) <Sim...@pe...> - 2002-12-19 00:24:50
|
>when compiling pyopengl i got errors like: > >cannot find -lGLU, >cannot find -lXext etc.. > >i checked and i have libGLU.so, and it's in /usr/X11R6/lib... > >so it looks like the installer can't find them. > >i symlinked them into /usr/lib and now the installer works, >but i would prefer a cleaner solution. > >any ideas? I came across this problem also. I think I modified the setup.py (or some other config file) to point to the correct directory. However I still think that the symlink solution is probably the cleanest! SimonW. |
From: gabor <ga...@re...> - 2002-12-18 18:12:33
|
hi, when compiling pyopengl i got errors like: cannot find -lGLU, cannot find -lXext etc.. i checked and i have libGLU.so, and it's in /usr/X11R6/lib... so it looks like the installer can't find them. i symlinked them into /usr/lib and now the installer works, but i would prefer a cleaner solution. any ideas? gabor |
From: Mike C. F. <mcf...@ro...> - 2002-12-16 02:38:04
|
Shadow volumes should be in the release w/out a problem, they seem to be working as reliably as anything within the system. (Looks cool loading a complex VRML scene and seeing it shadowed in real-time, but it's still slow (I haven't done any optimisations in the scenegraph, either for the basic or the shadowed passes)). Visitor pattern (in the strictest sense) is an external object which traverses a node-graph using a protocol which has the nodes dispatch the visitor to their children. I'm using something similar, save that the only protocol the nodes follow is "get children of particular types", and the visitor does the actual broadcasting (which lets the visitor decide which children it wants to visit). In the particular case, the rendering passes traverse the scenegraph from the context down, performing appropriate actions for the particular node when the node is reached. Enjoy, Mike Rene Dudfield wrote: >Excellent! > >Sounds really cool. I hope you can get the shadow >volumes are in the release? > >The logging of OpenGL.GL commands sounds really useful >too :) > >What is a visitor pattern? > > > > --- "Mike C. Fletcher" <mcf...@ro...> wrote: > >I've spent the last few weeks working on > > ... >> * have moved to a visitor pattern for all >>rendering traversals >> o means that the rendering algorithms tend >>to be localized in >> a single file, with only small bits of >>functionality added >> to the individual node-classes >> * have just completed the base work for a >>stencil-shadow-rendering >> pass-set and supporting objects >> o is basically functional, though there >>are a number of fairly >> common cases which need to be dealt with >>before it can be >> considered finished >> >> ... _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: <il...@ya...> - 2002-12-16 01:26:28
|
Excellent! Sounds really cool. I hope you can get the shadow volumes are in the release? The logging of OpenGL.GL commands sounds really useful too :) What is a visitor pattern? --- "Mike C. Fletcher" <mcf...@ro...> wrote: > I've spent the last few weeks working on > OpenGLContext, and am getting > to the point where an early 2.0 release is becoming > visible somewhere on > the horizon. This message will serve as a heads-up > regarding the new > development work. I'm also wondering if there are > particular things > that people would like to see in the package's next > iteration. I've > been working primarily on the scene graph package > (and a few new > supporting packages) > > Here's a quick summary of what's changed... > > * have moved to 2.2.x+ (the new stable Python > version) > o has significantly simplified the code > base > o have moved away from the mcf.vrml code > base for providing > VRML functionality, am using a much > smaller custom-written > vrml package (including a more robust > parser). > o nodes are now new-style Python objects > with fields being > property sub-classes > o means that anyone using the package > needs to upgrade to > 2.2.x (preferably 2.2.2), though the old > version (1.0) will > continue to be available for earlier > Python versions. > * have moved to a visitor pattern for all > rendering traversals > o means that the rendering algorithms tend > to be localized in > a single file, with only small bits of > functionality added > to the individual node-classes > * have just completed the base work for a > stencil-shadow-rendering > pass-set and supporting objects > o is basically functional, though there > are a number of fairly > common cases which need to be dealt with > before it can be > considered finished > * have added support for more of the VRML97 > background node > * threaded image loading is working > * the new scene graph implementation includes > generic caching > facilities (based on field-watchers, which are > in turn based on > the new field classes and the dispatcher > module) > * lights are now properly positioned within the > scene graphs > * switches are implemented > * integrated node-path objects provide both > forward and backward > manual transformation-matrix calculations > * there are display list and texture helper > objects for managing > resource life-cycles > * there are a few new debugging tools > o save the depth buffer or the stencil > buffer to a PIL image > o log OpenGL.GL commands to sys.stderr > o helpers to track changes to OpenGL state > > I'm probably still a few weeks away from a first 2.0 > alpha release, so > there is still time for feature requests. Let me > know what you want to > see (within reason, I'm not looking to double the > length of the project > or anything). > > Enjoy yourselves, > Mike > > _______________________________________ > Mike C. Fletcher > Designer, VR Plumber, Coder > http://members.rogers.com/mcfletch/ > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: > With Great Power, Comes Great Responsibility > Learn to use your power at OSDN's High Performance > Computing Channel > http://hpc.devchannel.org/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com |
From: Mike C. F. <mcf...@ro...> - 2002-12-15 11:20:03
|
I've spent the last few weeks working on OpenGLContext, and am getting to the point where an early 2.0 release is becoming visible somewhere on the horizon. This message will serve as a heads-up regarding the new development work. I'm also wondering if there are particular things that people would like to see in the package's next iteration. I've been working primarily on the scene graph package (and a few new supporting packages) Here's a quick summary of what's changed... * have moved to 2.2.x+ (the new stable Python version) o has significantly simplified the code base o have moved away from the mcf.vrml code base for providing VRML functionality, am using a much smaller custom-written vrml package (including a more robust parser). o nodes are now new-style Python objects with fields being property sub-classes o means that anyone using the package needs to upgrade to 2.2.x (preferably 2.2.2), though the old version (1.0) will continue to be available for earlier Python versions. * have moved to a visitor pattern for all rendering traversals o means that the rendering algorithms tend to be localized in a single file, with only small bits of functionality added to the individual node-classes * have just completed the base work for a stencil-shadow-rendering pass-set and supporting objects o is basically functional, though there are a number of fairly common cases which need to be dealt with before it can be considered finished * have added support for more of the VRML97 background node * threaded image loading is working * the new scene graph implementation includes generic caching facilities (based on field-watchers, which are in turn based on the new field classes and the dispatcher module) * lights are now properly positioned within the scene graphs * switches are implemented * integrated node-path objects provide both forward and backward manual transformation-matrix calculations * there are display list and texture helper objects for managing resource life-cycles * there are a few new debugging tools o save the depth buffer or the stencil buffer to a PIL image o log OpenGL.GL commands to sys.stderr o helpers to track changes to OpenGL state I'm probably still a few weeks away from a first 2.0 alpha release, so there is still time for feature requests. Let me know what you want to see (within reason, I'm not looking to double the length of the project or anything). Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: <no...@so...> - 2002-12-06 16:01:14
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Feature Requests item #649567, was opened at 2002-12-06 15:24 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649567&group_id=5988 Category: None Group: None >Status: Deleted Resolution: None Priority: 5 Submitted By: Christoph Wiedemann (wiedeman) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL 1. Initial Comment: Are there any plans to support OpenGL 1.2 in the future? To be particular, i'm missing the GL_EXT_paletted_texture extension, which is not included by now. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649567&group_id=5988 |
From: <no...@so...> - 2002-12-06 16:01:13
|
Feature Requests item #649569, was opened at 2002-12-06 15:26 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649569&group_id=5988 Category: GL Group: None Status: Open Resolution: None Priority: 5 Submitted By: Christoph Wiedemann (wiedeman) Assigned to: Nobody/Anonymous (nobody) Summary: GL_EXT_paletted_texture Initial Comment: Are there any plans to support this extensions in the near future ? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649569&group_id=5988 |
From: <no...@so...> - 2002-12-06 15:24:50
|
Feature Requests item #649567, was opened at 2002-12-06 15:24 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649567&group_id=5988 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Christoph Wiedemann (wiedeman) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL 1. Initial Comment: Are there any plans to support OpenGL 1.2 in the future? To be particular, i'm missing the GL_EXT_paletted_texture extension, which is not included by now. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=649567&group_id=5988 |
From: Jack J. <Jac...@or...> - 2002-12-01 11:00:27
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On zaterdag, nov 30, 2002, at 18:51 Europe/Amsterdam, Hermann=20 Tr=F6llinger wrote: > i want to use pyopengl2 > =A0 > but i'm afraid it doesn't work. so pleas give me some tipps. > which packages should be installed first and so on. where can i get a=20= > offline tutorial of pyopengl? Hermann, you'll need to give a *lot* more detail, for instance: - What OS are you using? Linux? Windows? MacOSX? Something else? Which=20= version? - What do you mean by "it doesn't work"? Did the install fail? Does it=20= install but do the demos fail? Which version of Python? Which PyOpenGL?=20= (Source distribution, CVS?). There are thousands of ways in which PyOpenGL can fail to work... -- - Jack Jansen <Jac...@or...> =20 http://www.cwi.nl/~jack - - If I can't dance I don't want to be part of your revolution -- Emma=20 Goldman - |