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From: Jan E. <ch...@in...> - 2001-11-12 09:41:34
|
On Mon, 12 Nov 2001, Richard Jones wrote: >On Sun, 11 Nov 2001 23:26, Jan Ekholm wrote: >> On Sun, 11 Nov 2001, Richard Jones wrote: >> >There was a really useful article either on gamasutra or gamedev regarding >> >texturing of landscapes. Number one tip is to blend - use a large texture >> >that gives a change over a large area and then the smaller texture like >> > the one you're currently using to give some finer detail. Makes the >> > repetition of the finer detail texture much less apparent. >> >> Hmm, this sounds like a good idea. I'm a total newbie when it comes to >> issues like this. Unfortunately I think that performance would suffer a >> great deal from additional blending? > >Most 3d cards will do multitexturing with almost no performance hit. Apparently my code runs ~40fps on a p300 with a vodoo3. Which is basically good news. >> Richard, I'll try your code tomorrow when I get back to the machine where >> I installed pyopengl. Do you happen to have access to a png where the >> alpha channel definitely works with your code? Could make it easier to >> debug if I know the file is absolutely ok. > >Attached. It's not very good (should be white), but it does have the >transparency :) Hmm, it doesn't look ok either. I get either a white rectangle and something yellowish with the "flare" in the middle. -- "Students?" barked the Archchancellor. "Yes, Master. You know? They're the thinner ones with the pale faces? Because we're a university? They come with the whole thing, like rats --" -- Terry Pratchett, Moving Pictures |
From: Richard J. <ric...@op...> - 2001-11-11 20:32:14
|
On Sun, 11 Nov 2001 23:26, Jan Ekholm wrote: > On Sun, 11 Nov 2001, Richard Jones wrote: > >There was a really useful article either on gamasutra or gamedev regarding > >texturing of landscapes. Number one tip is to blend - use a large texture > >that gives a change over a large area and then the smaller texture like > > the one you're currently using to give some finer detail. Makes the > > repetition of the finer detail texture much less apparent. > > Hmm, this sounds like a good idea. I'm a total newbie when it comes to > issues like this. Unfortunately I think that performance would suffer a > great deal from additional blending? Most 3d cards will do multitexturing with almost no performance hit. > Richard, I'll try your code tomorrow when I get back to the machine where > I installed pyopengl. Do you happen to have access to a png where the > alpha channel definitely works with your code? Could make it easier to > debug if I know the file is absolutely ok. Attached. It's not very good (should be white), but it does have the transparency :) Richard |
From: Jan E. <ch...@in...> - 2001-11-11 12:26:18
|
On Sun, 11 Nov 2001, Richard Jones wrote: >On Sat, 10 Nov 2001 22:59, Jan Ekholm wrote: >> Hi, >> >> Well, I got bitten by the OpenGL bug, and did some small tests with >> pygame and pyopengl. All works just fine, and speed of development is way >> faster than with C/C++. >> >> Did a small terrain rendering that is both slow and ugly, but which seems >> to do what it should do. See a snapshot at: >> >> http://www.infa.abo.fi/~chakie/cm/snapshot4.jpg > >There was a really useful article either on gamasutra or gamedev regarding >texturing of landscapes. Number one tip is to blend - use a large texture >that gives a change over a large area and then the smaller texture like the >one you're currently using to give some finer detail. Makes the repetition of >the finer detail texture much less apparent. Hmm, this sounds like a good idea. I'm a total newbie when it comes to issues like this. Unfortunately I think that performance would suffer a great deal from additional blending? My ultimate goal with this project is to see if it is feasible to build something like the terrain in Combat Mission (my favourite game) in pygame and pyopengl. After a year or so (if all works) I'd change the terrain rendering in our game from the current 2D to this 3D engine. See a few shots at: http://www.combatmission.com/mods/grass.asp Richard, I'll try your code tomorrow when I get back to the machine where I installed pyopengl. Do you happen to have access to a png where the alpha channel definitely works with your code? Could make it easier to debug if I know the file is absolutely ok. -- - "Remember -- that which does not kill us can only make us stronger." - "And that which does kill us leaves us dead!" -- Terry Pratchett, Carpe Jugulum |
From: Richard J. <ric...@op...> - 2001-11-10 22:18:48
|
On Sat, 10 Nov 2001 22:59, Jan Ekholm wrote: > Has anybody done this before? I looked at NeHe:s tutorials, where the > above code partially comes from, but he uses "pil" for loading the images, > and I found no way to set transparency using that. Pil didn't seem to like > any kinds of images that has an alpha channel in the image, which was the > reason for trying to it using pygame. PIL honours the alpha channel in images just fine. Here's the relevant code from one of my object's __init__ method (complete class is attached): # texture self.texture = Image.open('point_64.png') ix, iy = self.texture.size image = self.texture.tostring("raw", "RGBA", 0, -1) self.pointtex = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, self.pointtex) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) and then in the draw() method: def draw(self, world): glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND) glDisable(GL_DEPTH_TEST) glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, self.pointtex) glDisable(GL_LIGHTING) glColor(1, 1, 1) glBegin(GL_QUADS) for life, position, velocity, colour in self.points: if colour[3] <= 0: continue glColor4f(*colour) x, y, z = position glTexCoord2f(0, 0) glVertex3f(x, y, z) glTexCoord2f(1, 0) glVertex3f(x+4, y, z) glTexCoord2f(1, 1) glVertex3f(x+4, y+4, z) glTexCoord2f(0, 1) glVertex3f(x, y+4, z) glEnd() glEnable(GL_LIGHTING) glEnable(GL_DEPTH_TEST) glDisable(GL_BLEND) glDisable(GL_TEXTURE_2D) (sorry about the complete lack of commenting :) Also, the code attached isn't very optimised. I'm still learning OpenGL, no time to make it fast or pretty :) Richard |
From: Richard J. <ric...@op...> - 2001-11-10 22:11:53
|
On Sat, 10 Nov 2001 22:59, Jan Ekholm wrote: > Hi, > > Well, I got bitten by the OpenGL bug, and did some small tests with > pygame and pyopengl. All works just fine, and speed of development is way > faster than with C/C++. > > Did a small terrain rendering that is both slow and ugly, but which seems > to do what it should do. See a snapshot at: > > http://www.infa.abo.fi/~chakie/cm/snapshot4.jpg There was a really useful article either on gamasutra or gamedev regarding texturing of landscapes. Number one tip is to blend - use a large texture that gives a change over a large area and then the smaller texture like the one you're currently using to give some finer detail. Makes the repetition of the finer detail texture much less apparent. Richard |
From: Tarn W. B. <twb...@us...> - 2001-11-10 17:10:27
|
This really isn't a PyOpenGL problem, but a GLUT problem. It should be reproducable by just typing "import OpenGL.GL" at the Python prompt. It looks like the functions glutSetupVideoResizing and glutStopVideoResizing will use the GLX_SGIX_video_resize extension if it is declared by gl.h header that GLUT is compiled against, but your GLUT lib can't seem to find the symbol at runtime. The only thing that I can think to do is recompile GLUT against your current GLX install. To get the current version of GLUT see http://www.opengl.org/developers/documentation/glut.html If you do this be sure to recompile PyOpenGL with a "python setup.py build -f" Tarn |
From: Jan E. <ch...@in...> - 2001-11-10 11:59:31
|
Hi, Well, I got bitten by the OpenGL bug, and did some small tests with pygame and pyopengl. All works just fine, and speed of development is way faster than with C/C++. Did a small terrain rendering that is both slow and ugly, but which seems to do what it should do. See a snapshot at: http://www.infa.abo.fi/~chakie/cm/snapshot4.jpg However, no terrain without trees. Simple trees are easiest to do with a single billboarded texture. It does need to be partially transparent though. So, the problem is how I can get pyopengl to use a texture that is partially transparent. Ideally I'd like to use simple colorkey transparency, i.e. set a color as transparent. That part works nicely in pygame. I can do this: surface = pygame.image.load ( 'tree.bmp' ) surface.set_colorkey ( (255, 0, 255) ) to set magenta as transparent. Works fine as long as blitted within pygame. To create a texture I use the folloing black magic: # convert to a string image = pygame.image.tostring ( surface, "RGBA" ) ix, iy = surface.get_size () # generate a texture id tree = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, tree ) # do some Rocket Science(tm) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST) gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image) Now, this works quite fine, but no transparency is still visible. Before rendering the quads for the trees I do the following spells: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Depending on how I fiddle with all kinds of parameters I end up with either trees with magenta borders (no transparency) or then just a few pixels visible (too much transparency). :) Has anybody done this before? I looked at NeHe:s tutorials, where the above code partially comes from, but he uses "pil" for loading the images, and I found no way to set transparency using that. Pil didn't seem to like any kinds of images that has an alpha channel in the image, which was the reason for trying to it using pygame. I know I do something very wrong here, but it's very easy as OpenGL texture handling is a deep, deep swamp until you have learnt the rules of the game. Apart from this little problem the rendering was way faster than I thought it would be. Loading data from disk and doing normal calculations is a bit slow, but that's done only once. By using display lists heavily I have IMHO quite ok performance when doing software rendering only. I don't think my old G450 can even do 3D, and at least not on Linux. A feature I like very much with pyopengl is that it reports errors, i.e. when I try to do something illegal in, say, a glBegin(GLFOO) I get a stack trace if I do something that's not allowed. In C/C++ I have to manually check the error flag after each call to see if something is wrong. Regards, Chakie -- Many an ancient lord's last words had been: "You can't kill me because I've got magic aaargh...." -- Terry Pratchett, Interesting Times |
From: Craig H . A. <cr...@ho...> - 2001-11-10 03:55:49
|
On a Mandrake 8.1 Linux system === Installed Mesa 4.0 from Mandrake cooker rpm --upgrade \ Mesa-4.0-1mdk.i586.rpm \ Mesa-demos-4.0-1mdk.i586.rpm \ libMesaGL1-4.0-1mdk.i586.rpm \ libMesaGLU1-4.0-1mdk.i586.rpm \ libMesaGLU1-devel-4.0-1mdk.i586.rpm \ libMesaglut3-4.0-1mdk.i586.rpm \ libMesaglut3-devel-4.0-1mdk.i586.rpm Mesa demos run. === Installed PyOpenGL-2.0.0.44 rpm -ivh PyOpenGL-2.0.0.44.py2-1.src.rpm rpm -bb /usr/src/RPM/SPECS/PyOpenGL.spec rpm --upgrade /usr/src/RPM/RPMS/i586/PyOpenGL-2.0.0.44-1.i586.rpm === Try a demo $ /usr/lib/python2.1/site-packages/OpenGL/Demo/simple/GLE.py Traceback (most recent call last): File "./GLE.py", line 10, in ? from OpenGL.GLUT import * ImportError: /usr/X11R6/lib/libglut.so.3: undefined symbol: glXBindChannelToWindowSGI -- Craig H. Anderson |
From: Tarn W. B. <twb...@us...> - 2001-11-06 21:51:08
|
| Talking of PyOpenGL-2.0.0.44, there is a small mistake in | | setup/dist.py | | line 100 should be | | self.HAS_NUMERIC = 0 | | instead of | | self.NUMERIC = 0 | | This only happens when Numeric is not installed otherwise your package | builds (and works) beautifully! Thanks for such a GREAT JOB! | thanks, fixed in CVS. Tarn |
From: Mike C. F. <mcf...@ho...> - 2001-11-03 02:26:11
|
Hmm, thought I'd fixed the wall.bmp thing. Guess not. Not sure why distutils is splitting the data files out :( . Guess I'll have to look into that. Sometimes I feel like distutils is entirely too sophisticated for its own good. Why in my day we'd just dump a tar-ball in the Python directory, and doggone it, we liked it that way! :o) Enjoy all, Mike -----Original Message----- From: pyo...@li... [mailto:pyo...@li...]On Behalf Of Jan Ekholm Sent: Friday, November 02, 2001 15:32 To: PyOpenGL-Users Subject: RE: [PyOpenGL-Users] Python 2.0? ... * after doing an install I ended up with a directory /usr/OpenGLContext which contained the dirs "docs" and "test". The former contained a few html files and a css file, the latter some images (no .py files). I moved them to /usr/lib/python2.0/site-packages/OpenGLContext along with the rest of the samples. * at least one of the samples tries to load a texture which is referenced to as an uppercase filename, such as WALL.BMP (don't remember the exact name, but I can check it up). The file on disk was wall.bmp. Loading that file works on limited systems that aren't able to distinguish between case, such as Windows, but on samrter systems it fails. This is no problem at all, as the tests are just that: test programs. ... |
From: Tarn W. B. <twb...@us...> - 2001-11-02 15:23:21
|
See the Mesa notes at http://sourceforge.net/project/shownotes.php?group_id=5988&release_id=50914 Tarn |
From: Jan E. <ch...@in...> - 2001-11-02 14:10:20
|
On Fri, 2 Nov 2001, Antti Korvenoja wrote: >Quoting Jan Ekholm <ch...@in...>: > >> I'm using Debian woody, and it still has 2.0, and I don't want to >> manually >> upgrade to 2.1. Is there any way around this? Why does Python have to be >Have you considered installing Python 2.1 from unstable release? There is even >2.2beta1 debian package in unstable. Yep, I have, and do, I won't. Unstable is unstable is unstable. Python is very important for my daily stuff, and if it breaks I'm basically screwed. Anyway, I've given up already. -- Many an ancient lord's last words had been: "You can't kill me because I've got magic aaargh...." -- Terry Pratchett, Interesting Times |
From: Antti K. <ant...@he...> - 2001-11-02 14:01:38
|
Quoting Jan Ekholm <ch...@in...>: > I'm using Debian woody, and it still has 2.0, and I don't want to > manually > upgrade to 2.1. Is there any way around this? Why does Python have to be Have you considered installing Python 2.1 from unstable release? There is even 2.2beta1 debian package in unstable. -Antti Korvenoja |
From: Jan E. <ch...@in...> - 2001-11-02 13:44:41
|
On Fri, 2 Nov 2001, Tarn Weisner Burton wrote: >| Won't that fubar my current Python installation? > >Nope. Ok, thanks. Building now recognizes the new distitils and starts compiling. Actually it compiles a fair deal of files (ok, I had to add a symlink /usr/X11 -> /usr/X11R6 to proceed), but stumbles on this error later on: % python setup.py build ...<lots of output>... gcc -g -O2 -Wall -Wstrict-prototypes -fPIC -fPIC -DGLX_PLATFORM -DNUMERIC -I/usr/include -I/usr/local/include -I/usr/X11/include -I/usr/include/python2.0/Numeric -Isrc/gle/src -I/usr/include/python2.0 -c src/interface/GLU.__init___.c -o build/temp.linux-i686-2.0/GLU.__init___.o In file included from src/interface/GLU.__init___.c:9: src/interface/GLU.__init___.0102.inc: In function `SWIG_ConvertPtr': src/interface/GLU.__init___.0102.inc:361: warning: suggest explicit braces to avoid ambiguous `else' src/interface/GLU.__init___.0102.inc:364: warning: suggest explicit braces to avoid ambiguous `else' src/interface/GLU.__init___.0102.inc:380: warning: suggest explicit braces to avoid ambiguous `else' src/interface/GLU.__init___.0102.inc: At top level: src/interface/GLU.__init___.0102.inc:676: warning: function declaration isn't a prototype src/interface/GLU.__init___.0102.inc:722: warning: function declaration isn't a prototype src/interface/GLU.__init___.0102.inc:770: warning: function declaration isn't a prototype src/interface/GLU.__init___.0102.inc:1007: parse error before `GLUquadric' On that position in the file there's this definition: 1004 typedef struct 1005 { 1006 PyObject_HEAD 1007 GLUquadric *obj; 1008 PyObject *begin, *beginData, *edgeFlag, *edgeFlagData,*vertex, *vertexData; 1009 PyObject *end, *endData, *combine, *combineData; 1010 } PyGLUquadric; So apparently GLUquadric can't be found. The file was apparently generated by swig. I have this verison of swig: % swig -version SWIG Version 1.1 (Build 883) Copyright (c) 1995-98 University of Utah and the Regents of the University of California Compiled with c++ Here my detective skills come to an end. Seems like PyObject_HEAD isn't defined or is wrong. The symbol is defined in my /usr/include/python2.0/object.h, and looks ok to me. Well, I don't think it's worth my time at this point to try to get PyOpenGL to work. Apparently this Debian box just isn't "right in the head" wrt to Python development. :) Thanks for all the help, I look forward to the day when I can just do a "apt-get install pyopengl". -- He says gods like to see an atheist around. Gives them something to aim at. -- Terry Pratchett, Small Gods |
From: Tarn W. B. <twb...@us...> - 2001-11-02 13:10:19
|
| Won't that fubar my current Python installation? Nope. Tarn |
From: Jan E. <ch...@in...> - 2001-11-02 12:55:38
|
On Fri, 2 Nov 2001, Tarn Weisner Burton wrote: >| I wanted to try pyopengl and fiddle with some OpenGL again. I did not get >| the newest version installed, as it seems to require Python 2.1. Or more >| specifically it requires distutils >= 1.02, which Python 2.0 does not >| have. > >Just get the newest distutils and install that. > >http://www.pythonlabs.com/sigs/distutils-sig/ Won't that fubar my current Python installation? -- He says gods like to see an atheist around. Gives them something to aim at. -- Terry Pratchett, Small Gods |
From: Tarn W. B. <twb...@us...> - 2001-11-02 12:50:16
|
| I wanted to try pyopengl and fiddle with some OpenGL again. I did not get | the newest version installed, as it seems to require Python 2.1. Or more | specifically it requires distutils >= 1.02, which Python 2.0 does not | have. Just get the newest distutils and install that. http://www.pythonlabs.com/sigs/distutils-sig/ Tarn |
From: Jan E. <ch...@in...> - 2001-11-02 12:31:49
|
Hi all, I wanted to try pyopengl and fiddle with some OpenGL again. I did not get the newest version installed, as it seems to require Python 2.1. Or more specifically it requires distutils >= 1.02, which Python 2.0 does not have. I'm using Debian woody, and it still has 2.0, and I don't want to manually upgrade to 2.1. Is there any way around this? Why does Python have to be so crappy wrt installing additional 3rd party modules, especially compared to Perl. :( Anyway, it seems like pyopengl is a really nice package, and I look forward to trying it with pygame. If the only possibility is doing an upgrade then I assume I'll have to wait a few months/years or so. :) Regards, Chakie -- He says gods like to see an atheist around. Gives them something to aim at. -- Terry Pratchett, Small Gods |
From: Tarn W. B. <twb...@us...> - 2001-11-01 22:08:40
|
PyOpenGL2 hasn't been ported to the Mac yet, although this is mostly a distutils issue. Several distutils.config methods need to be written in order for the setup script to work. Tarn |
From: Chris S. <ka...@ma...> - 2001-11-01 20:45:28
|
I'm a bit confused, should this work on OS9, or not? If it should, I'm having problems with installation and could use some help. If it shouldn't, I'll leave everyone alone and sit waiting patiently for it to be ready. Thanks. - Chris |
From: Tarn W. B. <twb...@us...> - 2001-11-01 15:29:29
|
| I'm new to this list, but didn't find anything in the archives on this | topic. I have python 2.1 (win98; ugh) and downloaded | PyOpenGL-2.0.0.44.win32.py2.1.exe. But when using this version, I'm | getting an "ImportError: Module use of python20.dll conflicts with this | version of Python." message when using GLU or GLUT. Am I missing something | here? Or was there perhaps an inadvertent link error of some sort? This is most likely an installation problem. Have you installed previous versions of PyOpenGL? Aside from that the next most likely thing is a munged up Python install. The last time I heard about a problem like this was on Win2K in which the admin had a different version Python than the user. Obviously not the problem on Win98, but I something similar might be happening, i.e. check the Python registry keys. Tarn |
From: Gary S. <st...@nm...> - 2001-10-31 19:01:27
|
Hi all, I'm new to this list, but didn't find anything in the archives on this topic. I have python 2.1 (win98; ugh) and downloaded PyOpenGL-2.0.0.44.win32.py2.1.exe. But when using this version, I'm getting an "ImportError: Module use of python20.dll conflicts with this version of Python." message when using GLU or GLUT. Am I missing something here? Or was there perhaps an inadvertent link error of some sort? Gary st...@nm... |
From: Tarn W. B. <twb...@us...> - 2001-10-23 02:22:01
|
| Is there a llist somewhere showing what has been implemented and | what has not? | I was happy to see glHistogram mentioned in the documentation. But unhappy | to hear it didnt exist! Try using pydoc. OpenGL 1.0 and 1.1 is fully supported. No OpenGL 1.2 support yet. Tarn |
From: Mathew Y. <ma...@fu...> - 2001-10-23 02:14:18
|
Is there a llist somewhere showing what has been implemented and what has not? I was happy to see glHistogram mentioned in the documentation. But unhappy to hear it didnt exist! Mathew > Histogram functions are not supported yet. The code that you see in the > interface file is in fact commented out. > > Tarn > > > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: Mathew Y. <ma...@fu...> - 2001-10-23 02:12:26
|
The current implementation of DrawPixels (using Numeric) is very slow when arbitrary sub rectangles from a large array are to be displayed. Instead of this, I first make sure that may array is contigous and then in DrawPixelsus I use glPixelStorei(GL_UNPACK_SKIP_ROWS,starty); glPixelStorei(GL_UNPACK_SKIP_PIXELS,startx); glPixelStorei(GL_UNPACK_ROW_LENGTH,cols); and just pass a pointer to my arrays data. MUCH faster. Mathew |