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From: Mike C. F. <mcf...@vr...> - 2012-05-24 04:45:39
|
On 12-05-23 03:34 PM, Wilkes, Edward D (Ed) wrote: > > Hello, I am working on a special build of Python 2.7.3 to run the > pizza.py package from Sandia National Laboratories. I am working on a > DL585 machine with CentOS 5.2 operating system and Intel 11.1/059 > compilers. The following packages are required to be installed in Python: > > tcl/8.5.11, tk/8.5.11, Togl/2.0, PIL/1.1.7, PyOpenGL/3.0.1, > pexpect/2.4, Pmw/1.3.2, NumPy/1.6.1, SciPy/0.10.1 > > Each of the packages was built from sources and installed according to > the instruction on the pizza.py web page and import tests were done to > verify the packages can be imported. This Python build was placed in > the default path and several pizza.py examples were tried. Some of > these use the “gl” tool which opens and works with OpenGL objects. > These examples, however, fail as follows: > > <type ‘exceptions.TypeError’> ‘NoneType’ object is not callable > <traceback object at 0xdedaab8> > > TypeError’> with value: ‘NoneTye object is not callable > > error on line 31 of file ./test_cdata.py g = gl(c) > > error on line 182 of file …/pizza-21May12/src/gl.py glutInit() > > error on line 323 of file > …/lib/python2.7/site-packages/OpenGL/GLUT/special.py _/base/_glutInit( > ctypes.byref(count), holder ) > > The file special.py comes from PyOpenGL 3.0.1 which installs it at > this location in Python. It contains the definition for glutInit() as > well as _/base/_glutInit() and __glutInitWithExit which appears to be > defined as None except for nt platforms. The glutInit() definition > provides default arguments when it is called with none. > > So I am unclear what is causing the NoneType exception to be raised > and what can be done to resolve the problem. Any help would be > appreciated. > Can you confirm that you have your platform's GLUT/FreeGLUT package installed? PyOpenGL is looking for the glutInit entry point in the GLUT DLL and finding nothing. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Wilkes, E. D (Ed) <Wil...@co...> - 2012-05-23 21:34:29
|
Hello, I am working on a special build of Python 2.7.3 to run the pizza.py package from Sandia National Laboratories. I am working on a DL585 machine with CentOS 5.2 operating system and Intel 11.1/059 compilers. The following packages are required to be installed in Python: tcl/8.5.11, tk/8.5.11, Togl/2.0, PIL/1.1.7, PyOpenGL/3.0.1, pexpect/2.4, Pmw/1.3.2, NumPy/1.6.1, SciPy/0.10.1 Each of the packages was built from sources and installed according to the instruction on the pizza.py web page and import tests were done to verify the packages can be imported. This Python build was placed in the default path and several pizza.py examples were tried. Some of these use the "gl" tool which opens and works with OpenGL objects. These examples, however, fail as follows: <type 'exceptions.TypeError'> 'NoneType' object is not callable <traceback object at 0xdedaab8> TypeError'> with value: 'NoneTye object is not callable error on line 31 of file ./test_cdata.py g = gl(c) error on line 182 of file .../pizza-21May12/src/gl.py glutInit() error on line 323 of file .../lib/python2.7/site-packages/OpenGL/GLUT/special.py _base_glutInit( ctypes.byref(count), holder ) The file special.py comes from PyOpenGL 3.0.1 which installs it at this location in Python. It contains the definition for glutInit() as well as _base_glutInit() and __glutInitWithExit which appears to be defined as None except for nt platforms. The glutInit() definition provides default arguments when it is called with none. So I am unclear what is causing the NoneType exception to be raised and what can be done to resolve the problem. Any help would be appreciated. Thanks, Ed Wilkes |
From: Mike C. F. <mcf...@vr...> - 2012-05-16 02:53:06
|
On 12-05-10 04:05 PM, Steven wrote: ... > Hi Alejandro, > > self._grid_compiled_list_id = GL.glGenLists(1) > print self._grid_compiled_list_id > returns > > 'None' > > So something seems amiss. Indeed. glGenLists doesn't have any particular wrapper code. It returns a simple uint given a count. My guess would be either that your OS-X implementation doesn't support display lists in the mode you are using, or that you haven't yet got an OpenGL context (or something of that nature). I've tested glGenLists with PyOpenGL head on Linux. I don't have an OS-X machine on which to test, however. Good luck, Mike |
From: Steven <ste...@gm...> - 2012-05-15 14:46:13
|
On 10 May 2012, at 21:05, Steven wrote: > > On 1 May 2012, at 16:24, Alejandro Segovia wrote: > >> Hi Steven, >> >> 2012/4/29 Steven <ste...@gm...> >> Hi, >> >> I'm using py27-opengl 3.0.1_0 and py27-opengl-accelerate 3.0.1_0 on MacOS 10.7.3 64 bit via macports. I'm also using wxWidgets-devel 2.9.3_0+sdl if that's relevant. >> I've installed the wxgui component of gnuradio and am getting the following error when I try and use an openGL widget: >> >> Traceback (most recent call last): >> File "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", line 187, in _on_paint >> for fcn in self._draw_fcns: fcn[1]() >> File "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", line 58, in draw >> GL.glNewList(self._grid_compiled_list_id, GL.GL_COMPILE) >> ctypes.ArgumentError: argument 1: <type 'exceptions.TypeError'>: wrong type >> >> The code is at http://pastebin.com/ezLmgYv2 >> >> >> Please make sure GL.glGenLists is returning what you expect it to return (namely an unsigned int). On some platforms I've seen PyOpenGL bindings not returning the generated value but rather expecting to assign it to the second parameter in a similar fashion than that of the C API. >> >> Hope this helps! >> Alejandro.- > > Hi Alejandro, > > self._grid_compiled_list_id = GL.glGenLists(1) > print self._grid_compiled_list_id > returns > > 'None' > > So something seems amiss. > > Regards, > > Steven. > I have raised bug 3526361 for this issue https://sourceforge.net/tracker/?func=detail&aid=3526361&group_id=5988&atid=105988 |
From: Steven <ste...@gm...> - 2012-05-10 20:06:11
|
On 1 May 2012, at 16:24, Alejandro Segovia wrote: > Hi Steven, > > 2012/4/29 Steven <ste...@gm...> > Hi, > > I'm using py27-opengl 3.0.1_0 and py27-opengl-accelerate 3.0.1_0 on MacOS 10.7.3 64 bit via macports. I'm also using wxWidgets-devel 2.9.3_0+sdl if that's relevant. > I've installed the wxgui component of gnuradio and am getting the following error when I try and use an openGL widget: > > Traceback (most recent call last): > File "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", line 187, in _on_paint > for fcn in self._draw_fcns: fcn[1]() > File "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", line 58, in draw > GL.glNewList(self._grid_compiled_list_id, GL.GL_COMPILE) > ctypes.ArgumentError: argument 1: <type 'exceptions.TypeError'>: wrong type > > The code is at http://pastebin.com/ezLmgYv2 > > > Please make sure GL.glGenLists is returning what you expect it to return (namely an unsigned int). On some platforms I've seen PyOpenGL bindings not returning the generated value but rather expecting to assign it to the second parameter in a similar fashion than that of the C API. > > Hope this helps! > Alejandro.- Hi Alejandro, self._grid_compiled_list_id = GL.glGenLists(1) print self._grid_compiled_list_id returns 'None' So something seems amiss. Regards, Steven. |
From: Joost R. <li...@lu...> - 2012-05-07 03:00:11
|
Dear list people, this is my first posting to this list, and I'm writing because after having used PyOpenGL happily for some time, I'm now seriously stuck. I am currently working on a package that allows me to use GLSL shaders and OpenCL programs for image processing, using textures as the standardized way to get my data in and out of the GLSL shaders and OpenCL programs. Everything works, except that I can not succeed in copying a texture into a pbo (pixel buffer object). I'm using pbo's to get my texture data in/out of OpenCL and that works nice and fast: I can copy my OpenCL output from its pbo to a texture and display it, and I also can load data from the cpu into a pbo. But I am hopelessly stuck trying to copy texture data into a pbo, which is what I need to do to load my source images into OpenCL. I've read about two ways to do this: variant 1 binds the pbo, binds the texture and uses glGetTexImage() variant 2 attaches the texture to a frame buffer object, binds the fbo and the pbo and uses glReadPixels() I also read that the PyOpenGL versions of both glReadPixels() and glGetTexImage() automatically convert a zero-pointer to an array, which is not good when having a bound pbo, so for that reason I am using the OpenGL.raw.GL variants. But in both these cases I get an 'Invalid Operation' error, and I really do not see what I am doing wrong. Below two versions of the load_texture() method of my pixelbuffer class, I hope I didn't strip them down too far... Any help very much appreciated ! variant 1: def _load_texture(self, texture): glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, self.id) glEnable(texture.target) glActiveTexture(GL_TEXTURE0_ARB) glBindTexture(texture.target, texture.id) OpenGL.raw.GL.glGetTexImage(texture.target, 0, texture.gl_imageformat, texture.gl_dtype, ctypes.c_void_p(0)) glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0) glDisable(texture.target) variant 2: def _load_texture(self, texture): fbo = FrameBufferObject.from_textures([texture]) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.target, texture.id, 0) glReadBuffer(GL_COLOR_ATTACHMENT0) glBindFramebuffer(GL_FRAMEBUFFER, fbo.id) glBindBuffer(GL_PIXEL_PACK_BUFFER, self.id) OpenGL.raw.GL.glReadPixels( 0, 0, self.size[0], self.size[1], texture.gl_imageformat, texture.gl_dtype, ctypes.c_void_p(0)) glBindBuffer(GL_PIXEL_PACK_BUFFER, 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, 0, 0) glBindFramebuffer(GL_FRAMEBUFFER, 0) with kind regards, Joost. |
From: Gerald E. <n0d...@gm...> - 2012-05-02 00:43:30
|
Thank you both for your replies. I apologize if i haven't responded with a solution yet. Quite a busy work week. In any case I will do my best to report in over the weekend with my findings. Again thanks! Gerald On Tue, May 1, 2012 at 8:33 AM, Alejandro Segovia <as...@gm...> wrote: > Hello Gerald, > > 2012/4/28 Gerald Escobar <n0d...@gm...> > >> Hello, >> >> I'm trying to learn to use pyopengl in a more modern context (not relying >> on fixed function/deprecated functionality INCLUDING built-in vertex shader >> attributes) >> >> Here is my source: >> http://pastebin.com/fd7KQthA >> >> When I run the program I simply get a black screen instead of a white >> triangle. >> >> I'm not entirely sure what I am doing wrong however there I encountered >> quite a few problems whilst writing this code snippet >> 1) When trying to bind the buffer to an attribute I kept getting some >> sort of type error. So instead I resorted to passing the matrix straight >> 2) I'm not entirely sure about whether I'm multiplying the matricies >> correctly. >> >> I apologize if this question seems very broad, >> > > About 1), it's hard to be able to tell without seeing the error message > and what line actually generates it. > > Regarding 2), this is for the most part a numpy thing, which I think seems > correct :) > > Other than that, I see a couple of potential problems in your code. You > are using an Identity as the projection matrix, yet you seem to supply your > triangle coordinates in pixels. This is a semantics issue. When using an > Identity as the projection matrix, you are asking OpenGL to render using > device normalized coordinates. These span from [-1,-1] to [1,1], where > these points (-1,-1) denote the lower-left corner of the screen and (1,1) > the top-right corner. If you want to use pixels, you should create an > Orthogonal projection matrix with left and bottom zero and right and top > width and height (in pixels) respectively. > > Also, OpenGL matrices are column-major. Make sure you transpose your > matrices when supplying them to your shader. > > Hope this helps, > Alejandro.- > > > > >> >> >> >> >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> will include endpoint security, mobile security and the latest in malware >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> PyOpenGL Homepage >> http://pyopengl.sourceforge.net >> _______________________________________________ >> PyOpenGL-Users mailing list >> PyO...@li... >> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >> >> > > > -- > http://alejandrosegovia.net > > -- your friendly neighborhood robot, trace |
From: Alejandro S. <as...@gm...> - 2012-05-01 15:34:22
|
Hello Gerald, 2012/4/28 Gerald Escobar <n0d...@gm...> > Hello, > > I'm trying to learn to use pyopengl in a more modern context (not relying > on fixed function/deprecated functionality INCLUDING built-in vertex shader > attributes) > > Here is my source: > http://pastebin.com/fd7KQthA > > When I run the program I simply get a black screen instead of a white > triangle. > > I'm not entirely sure what I am doing wrong however there I encountered > quite a few problems whilst writing this code snippet > 1) When trying to bind the buffer to an attribute I kept getting some sort > of type error. So instead I resorted to passing the matrix straight > 2) I'm not entirely sure about whether I'm multiplying the matricies > correctly. > > I apologize if this question seems very broad, > About 1), it's hard to be able to tell without seeing the error message and what line actually generates it. Regarding 2), this is for the most part a numpy thing, which I think seems correct :) Other than that, I see a couple of potential problems in your code. You are using an Identity as the projection matrix, yet you seem to supply your triangle coordinates in pixels. This is a semantics issue. When using an Identity as the projection matrix, you are asking OpenGL to render using device normalized coordinates. These span from [-1,-1] to [1,1], where these points (-1,-1) denote the lower-left corner of the screen and (1,1) the top-right corner. If you want to use pixels, you should create an Orthogonal projection matrix with left and bottom zero and right and top width and height (in pixels) respectively. Also, OpenGL matrices are column-major. Make sure you transpose your matrices when supplying them to your shader. Hope this helps, Alejandro.- > > > > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > -- http://alejandrosegovia.net |
From: Alejandro S. <as...@gm...> - 2012-05-01 15:25:18
|
Hi Steven, 2012/4/29 Steven <ste...@gm...> > Hi, > > I'm using py27-opengl 3.0.1_0 and py27-opengl-accelerate 3.0.1_0 on MacOS > 10.7.3 64 bit via macports. I'm also using wxWidgets-devel 2.9.3_0+sdl if > that's relevant. > I've installed the wxgui component of gnuradio and am getting the > following error when I try and use an openGL widget: > > Traceback (most recent call last): > File > "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", > line 187, in _on_paint > for fcn in self._draw_fcns: fcn[1]() > File > "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", > line 58, in draw > GL.glNewList(self._grid_compiled_list_id, GL.GL_COMPILE) > ctypes.ArgumentError: argument 1: <type 'exceptions.TypeError'>: wrong type > > The code is at http://pastebin.com/ezLmgYv2 > > Please make sure GL.glGenLists is returning what you expect it to return (namely an unsigned int). On some platforms I've seen PyOpenGL bindings not returning the generated value but rather expecting to assign it to the second parameter in a similar fashion than that of the C API. Hope this helps! Alejandro.- ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > -- http://alejandrosegovia.net |
From: Ian M. <geo...@gm...> - 2012-04-30 15:32:29
|
On Sat, Apr 28, 2012 at 10:40 AM, Gerald Escobar <n0d...@gm...> wrote: > Hello, > > I'm trying to learn to use pyopengl in a more modern context (not relying > on fixed function/deprecated functionality INCLUDING built-in vertex shader > attributes) > FYI the fixed function pipeline will continue to be supported for probably decades. It's not going away. > Here is my source: > http://pastebin.com/fd7KQthA > > When I run the program I simply get a black screen instead of a white > triangle. > > I'm not entirely sure what I am doing wrong however there I encountered > quite a few problems whilst writing this code snippet > 1) When trying to bind the buffer to an attribute I kept getting some sort > of type error. So instead I resorted to passing the matrix straight > 2) I'm not entirely sure about whether I'm multiplying the matricies > correctly. > > I apologize if this question seems very broad, > You should try debugging this. There are two basic problems I anticipate: one, the vertex arrays might not be working correctly; two, the vertex shader might not be working correctly. In cases like this where you just don't know, you need to separate it until you reduce it to one or the other. So, for example, do you see your triangle when not using a shader? The problem would then most likely be in the matrix multiplication or uniform passing. Did you still not see the triangle? Then possibly the issue is with your vertex arrays. Ian |
From: Steven <ste...@gm...> - 2012-04-29 20:02:04
|
Hi, I'm using py27-opengl 3.0.1_0 and py27-opengl-accelerate 3.0.1_0 on MacOS 10.7.3 64 bit via macports. I'm also using wxWidgets-devel 2.9.3_0+sdl if that's relevant. I've installed the wxgui component of gnuradio and am getting the following error when I try and use an openGL widget: Traceback (most recent call last): File "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", line 187, in _on_paint for fcn in self._draw_fcns: fcn[1]() File "/opt/local/lib/python2.7/site-packages/gnuradio/wxgui/plotter/plotter_base.py", line 58, in draw GL.glNewList(self._grid_compiled_list_id, GL.GL_COMPILE) ctypes.ArgumentError: argument 1: <type 'exceptions.TypeError'>: wrong type The code is at http://pastebin.com/ezLmgYv2 Thanks, Steven. |
From: <bla...@gm...> - 2012-04-29 12:31:06
|
hi whats wrong there. i downloaded pygldemos and run them on windows without modification but it says error at 38 and ide do not show line numberss and do not redirect to error and im not sure whats wrong. can anybody help me ? |
From: Gerald E. <n0d...@gm...> - 2012-04-28 16:40:15
|
Hello, I'm trying to learn to use pyopengl in a more modern context (not relying on fixed function/deprecated functionality INCLUDING built-in vertex shader attributes) Here is my source: http://pastebin.com/fd7KQthA When I run the program I simply get a black screen instead of a white triangle. I'm not entirely sure what I am doing wrong however there I encountered quite a few problems whilst writing this code snippet 1) When trying to bind the buffer to an attribute I kept getting some sort of type error. So instead I resorted to passing the matrix straight 2) I'm not entirely sure about whether I'm multiplying the matricies correctly. I apologize if this question seems very broad, |
From: Chris B. <chr...@no...> - 2012-04-23 16:34:04
|
On Sun, Apr 22, 2012 at 7:40 AM, Alejandro Segovia <as...@gm...> wrote: > I don't have experience with Cairo, but either if it's a software or > GPU-based renderer, There was talk of a real GPU-based Cairo back-end, but it never got far. However, there is (was) a "OpenGL" back-end that used the software renderer, and dumped the image to OPenGL as a texture. If it isn't funcional, it wouldn't be hard to do, as Alejandro points out. -Chris there might be a way to capture its output and use it as > a texture. > > If Cairo is software based, check to see if you can have it render to a byte > array or color matrix, then (after proper formatting) use that to create a > 2D texture. > > If Cairo is GPU-based, and it uses OpenGL, you should be able to have it > render to a FBO (with a texture color attachment) or Pbuffer. > > Once you have a texture, you can map it on a quad or a triangle fan aligned > to the screen. Results will be better if you use an Orthographic projection. > > I hope these ideas help. If anyone knows about Cairo, please do weight in :) > > Best, > Alejandro.- > > 2012/4/21 Prashant Saxena <ani...@ya...> >> >> Hi, >> >> Is it possible to draw using pycairo on glut interface? For example, >> drawing a cairo gradient surface. >> I would appreciate if some one can show some light on this topic. >> >> Cheers >> >> Prashant >> >> >> ------------------------------------------------------------------------------ >> For Developers, A Lot Can Happen In A Second. >> Boundary is the first to Know...and Tell You. >> Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! >> http://p.sf.net/sfu/Boundary-d2dvs2 >> _______________________________________________ >> PyOpenGL Homepage >> http://pyopengl.sourceforge.net >> _______________________________________________ >> PyOpenGL-Users mailing list >> PyO...@li... >> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >> > > > > -- > http://alejandrosegovia.net > > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. > Boundary is the first to Know...and Tell You. > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > http://p.sf.net/sfu/Boundary-d2dvs2 > _______________________________________________ > 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... |
From: Alejandro S. <as...@gm...> - 2012-04-22 14:41:08
|
Dear Prashant, I don't have experience with Cairo, but either if it's a software or GPU-based renderer, there might be a way to capture its output and use it as a texture. If Cairo is software based, check to see if you can have it render to a byte array or color matrix, then (after proper formatting) use that to create a 2D texture. If Cairo is GPU-based, and it uses OpenGL, you should be able to have it render to a FBO (with a texture color attachment) or Pbuffer. Once you have a texture, you can map it on a quad or a triangle fan aligned to the screen. Results will be better if you use an Orthographic projection. I hope these ideas help. If anyone knows about Cairo, please do weight in :) Best, Alejandro.- 2012/4/21 Prashant Saxena <ani...@ya...> > Hi, > > Is it possible to draw using pycairo on glut interface? For example, > drawing a cairo gradient surface. > I would appreciate if some one can show some light on this topic. > > Cheers > > Prashant > > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. > Boundary is the first to Know...and Tell You. > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > http://p.sf.net/sfu/Boundary-d2dvs2 > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > -- http://alejandrosegovia.net |
From: Prashant S. <ani...@ya...> - 2012-04-21 10:15:47
|
Hi, Is it possible to draw using pycairo on glut interface? For example, drawing a cairo gradient surface. I would appreciate if some one can show some light on this topic. Cheers Prashant |
From: René D. <re...@gm...> - 2012-04-04 04:54:06
|
Hello, if you want to do a gsoc project please submit a proposal as soon as possible. Apparently the website gets busy in the last 24 hours, and some people miss out. If the proposal is not 100% complete, please submit it anyway, as you may be able to make revisions later. Deadline is April 6th. If you're a university/college/tertiary(what ever it is called where you live) student, then you can get $5000 from Google, and course credit to do a pyopengl project over the summer with mentors helping you along the way. See this page for various links with more information: https://bitbucket.org/pygame/pygame/wiki/gsoc2012ideas Here is the google faq on the Google summer of code: http://www.google-melange.com/document/show/gsoc_program/google/gsoc2012/faqs Please feel free to ask any questions. cheers, On Fri, Mar 30, 2012 at 5:27 PM, Mike C. Fletcher <mcf...@vr...>wrote: > René Dudfield (of Pygame) has made an application to have PyGame (and > PyOpenGL, and other "gamey/multimedia-ish" libraries) become part of the > Python Software Foundation's GSoC project this year. The deadline for > student application is next Friday (April 6th). If you are a student > who qualifies for GSoC, and would like to work on a PyOpenGL or PyGame > related project, you should look at getting your application in fairly > soon. > > Possible project ideas are being collected on the PyGame wiki page here: > > https://bitbucket.org/pygame/pygame/wiki/gsoc2012ideas > > Non-students, if you're interested in mentoring, that's extremely > helpful too, > Mike > > -- > ________________________________________________ > Mike C. Fletcher > Designer, VR Plumber, Coder > http://www.vrplumber.com > http://blog.vrplumber.com > > > > ------------------------------------------------------------------------------ > This SF email is sponsosred by: > Try Windows Azure free for 90 days Click Here > http://p.sf.net/sfu/sfd2d-msazure > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Devel mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-devel > |
From: Mike C. F. <mcf...@vr...> - 2012-03-30 15:27:53
|
René Dudfield (of Pygame) has made an application to have PyGame (and PyOpenGL, and other "gamey/multimedia-ish" libraries) become part of the Python Software Foundation's GSoC project this year. The deadline for student application is next Friday (April 6th). If you are a student who qualifies for GSoC, and would like to work on a PyOpenGL or PyGame related project, you should look at getting your application in fairly soon. Possible project ideas are being collected on the PyGame wiki page here: https://bitbucket.org/pygame/pygame/wiki/gsoc2012ideas Non-students, if you're interested in mentoring, that's extremely helpful too, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Greg E. <gre...@ca...> - 2012-03-15 21:36:22
|
Chris Barker wrote: > What I'd like to do is check on startup if OPenGL support is there, so > I can give a nice useful error message to my users. You could try to create an OpenGL context and catch any exceptions that arise. -- Greg |
From: Chris B. <chr...@no...> - 2012-03-15 15:55:15
|
Hi folks, When I try to run my app on a machine with no OpenGL drivers, I get errors, but they are usually someont g mysterious. What I'd like to do is check on startup if OPenGL support is there, so I can give a nice useful error message to my users. What's a good way to do that? i.e. check for driver support -- I can handle the eror message. -Chris -- 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... |
From: Mike C. F. <mcf...@vr...> - 2012-03-02 15:48:10
|
On 12-02-29 12:00 PM, Chris Geroux wrote: > I hope this is the right place to send this question, I was a little > perplexed at the support process. Sorry, am off working on paying work this week. You should be able to use the instructions in the tutorial, but I've only tested them under compiler-bearing platforms (i.e. Linux). Win32/64 support is likely to happen relatively soon, as I can now build packages there, but it will likely be next week before I sit down and run through all of the sub-projects to produce binary installers. http://pyopengl.sourceforge.net/context/tutorials/shader_intro.xhtml There's also a requirements.txt in the OpenGLContext package for use with PIP. The primary documentation is still awaiting a refresh, as well. HTH, Mike > > I have been trying to install the OpenGLContext for use with Python > (2.7.2 win32). I used the suggested method > "c:\python26\scripts\easy_install.exe OpenGLContext-full" but got the > following output: > > C:\Python27\Scripts>easy_install OpenGLContext-full > Searching for OpenGLContext-full > Best match: openglcontext-full 2.1.0a9 > Processing openglcontext_full-2.1.0a9-py2.7.egg > openglcontext-full 2.1.0a9 is already the active version in > easy-install.pth > > Using > c:\python27\lib\site-packages\openglcontext_full-2.1.0a9-py2.7.egg > Processing dependencies for OpenGLContext-full > Searching for SimpleParse > Reading http://effbot.org/downloads/ > Reading http://pypi.python.org/simple/SimpleParse/ > Reading http://simpleparse.sourceforge.net/ > Reading https://sourceforge.net/project/showfiles.php?group_id=55673 > Best match: SimpleParse 2.1.1 > Downloading > http://pypi.python.org/packages/source/S/SimpleParse/SimpleParse-2.1.1.zip#md5=e58600b0db786664855cbd49dbc0e4e5 > Processing SimpleParse-2.1.1.zip > Running SimpleParse-2.1.1\setup.py -q bdist_egg --dist-dir > c:\users\cgeroux\appdata\local\temp\easy_install-wxjlyr\SimpleParse-2.1.1\egg-dist-tmp-3lc0bf > warning: no files found matching '*.py' under directory '.' > no previously-included directories found matching 'examples\html.py' > no previously-included directories found matching 'examples\py*' > no previously-included directories found matching 'examples\rtf*' > warning: no previously-included files matching '*CVS*' found > anywhere in distribution > warning: no previously-included files matching '*Cvs*' found > anywhere in distribution > warning: no previously-included files matching '*CVS*' found > anywhere in distribution > warning: no previously-included files matching '*cvs*' found > anywhere in distribution > warning: no previously-included files matching '*.scc' found > anywhere in distribution > warning: no previously-included files matching '*.pyc' found > anywhere in distribution > warning: no previously-included files matching '*.pyo' found > anywhere in distribution > warning: no previously-included files matching '*.gz' found > anywhere in distribution > warning: no previously-included files matching '*.zip' found > anywhere in distribution > warning: no previously-included files matching '*.bat' found > anywhere in distribution > warning: no previously-included files matching '*.exe' found > anywhere in distribution > warning: no previously-included files matching '*.sxw' found > anywhere in distribution > warning: no previously-included files matching '*.so' found > anywhere in distribution > warning: no previously-included files matching '*.pyd' found > anywhere in distribution > error: Setup script exited with error: Unable to find vcvarsall.bat > > > I have been searching for an answer but all I could find were some > posts that said vcvarsall.bat came from Microsoft Visual Studio, and > one had to install that first. That was said in the context of > installing a different application, but that is all I was able to > find. Do I really need to install Microsoft Visual Studio? Any help > would be appreciated. > > -Chris G. > > > ------------------------------------------------------------------------------ > Virtualization& Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > > > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Chris G. <chr...@gm...> - 2012-02-29 17:01:11
|
I hope this is the right place to send this question, I was a little perplexed at the support process. I have been trying to install the OpenGLContext for use with Python (2.7.2 win32). I used the suggested method "c:\python26\scripts\easy_install.exe OpenGLContext-full" but got the following output: C:\Python27\Scripts>easy_install OpenGLContext-full Searching for OpenGLContext-full Best match: openglcontext-full 2.1.0a9 Processing openglcontext_full-2.1.0a9-py2.7.egg openglcontext-full 2.1.0a9 is already the active version in easy-install.pth Using c:\python27\lib\site-packages\openglcontext_full-2.1.0a9-py2.7.egg Processing dependencies for OpenGLContext-full Searching for SimpleParse Reading http://effbot.org/downloads/ Reading http://pypi.python.org/simple/SimpleParse/ Reading http://simpleparse.sourceforge.net/ Reading https://sourceforge.net/project/showfiles.php?group_id=55673 Best match: SimpleParse 2.1.1 Downloading http://pypi.python.org/packages/source/S/SimpleParse/SimpleParse-2.1.1.zip#md5=e58600b0db786664855cbd49dbc0e4e5 Processing SimpleParse-2.1.1.zip Running SimpleParse-2.1.1\setup.py -q bdist_egg --dist-dir c:\users\cgeroux\appdata\local\temp\easy_install-wxjlyr\SimpleParse-2.1.1\egg-dist-tmp-3lc0bf warning: no files found matching '*.py' under directory '.' no previously-included directories found matching 'examples\html.py' no previously-included directories found matching 'examples\py*' no previously-included directories found matching 'examples\rtf*' warning: no previously-included files matching '*CVS*' found anywhere in distribution warning: no previously-included files matching '*Cvs*' found anywhere in distribution warning: no previously-included files matching '*CVS*' found anywhere in distribution warning: no previously-included files matching '*cvs*' found anywhere in distribution warning: no previously-included files matching '*.scc' found anywhere in distribution warning: no previously-included files matching '*.pyc' found anywhere in distribution warning: no previously-included files matching '*.pyo' found anywhere in distribution warning: no previously-included files matching '*.gz' found anywhere in distribution warning: no previously-included files matching '*.zip' found anywhere in distribution warning: no previously-included files matching '*.bat' found anywhere in distribution warning: no previously-included files matching '*.exe' found anywhere in distribution warning: no previously-included files matching '*.sxw' found anywhere in distribution warning: no previously-included files matching '*.so' found anywhere in distribution warning: no previously-included files matching '*.pyd' found anywhere in distribution error: Setup script exited with error: Unable to find vcvarsall.bat I have been searching for an answer but all I could find were some posts that said vcvarsall.bat came from Microsoft Visual Studio, and one had to install that first. That was said in the context of installing a different application, but that is all I was able to find. Do I really need to install Microsoft Visual Studio? Any help would be appreciated. -Chris G. |
From: Mike C. F. <mcf...@vr...> - 2012-02-29 16:04:32
|
On 12-02-29 08:53 AM, Mike C. Fletcher wrote: > On 12-02-25 07:19 PM, Ian Mallett wrote: >> On Fri, Feb 3, 2012 at 11:09 AM, Mike C. Fletcher >> <mcf...@vr...<mailto:mcf...@vr...>> wrote: >> >> The tess issues seem to have been there for a long time; it works >> perfectly well in OpenGLContext' usage and tests, and even works >> if I copy the OpenGLContext test into a raw test, but the original >> test doesn't generate vertices (it wasn't checking for that >> previously). At this point I'm assuming this is just a test-setup >> issue, so not a critical fix. >> >> Yeah, I'm not too concerned about gluTess* stuff; there's hardware >> support for tessellation now, which is better. And I can honestly >> say, I've not had need for either. >> >> I am having a new problem, however. glutInit is failing. The error >> looks something like: >> >> Traceback (most recent call last): >> File "<pyshell#2>", line 1, in<module> >> glutInit() >> File >> "C:\dev\Python26\lib\site-packages\pyopengl-3.0.2a4-py2.6.egg\OpenGL\GLUT\special.py", >> line 324, in glutInit >> _base_glutInit( ctypes.byref(count), holder ) >> TypeError: 'NoneType' object is not callable >> >> There are similar problems with other GLUT functions. I read >> somewhere that this may be due to 64 bit issues (i.e., PyOpenGL is >> trying to use a glut32.dll compiled for 32 bit platforms). Is this >> the case? And is there a way to solve it for the general case? >> >> Thanks, >> Ian > Alright, I'm now set up and able to build GLUT and GLE in both 32 and > 64-bit configurations. I'm working on making the build process for both > of those automatic so that maintaining them won't be a royal pain when > e.g. we need to build for Python 3.x compiler as well. I've also got > the latest (trunk) PyOpenGL accelerate modules built for 32 and 64-bit. Hrm, and now I can't get GLUT to build 64-bit again. For now I'm using the prebuilt 32 + 64 package. Both 32-bit and 64-bit python are able to run basic glutinit tests. I haven't done any testing with GLE yet. If people with 64-bit Windows want to test it: bzr branch lp:pyopengl cd pyopengl python setup.py develop cd tests python test_glutinit.py should produce a blank black window with a lot of debug blather on the console. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Mike C. F. <mcf...@vr...> - 2012-02-29 13:53:22
|
On 12-02-25 07:19 PM, Ian Mallett wrote: > On Fri, Feb 3, 2012 at 11:09 AM, Mike C. Fletcher > <mcf...@vr... <mailto:mcf...@vr...>> wrote: > > The tess issues seem to have been there for a long time; it works > perfectly well in OpenGLContext' usage and tests, and even works > if I copy the OpenGLContext test into a raw test, but the original > test doesn't generate vertices (it wasn't checking for that > previously). At this point I'm assuming this is just a test-setup > issue, so not a critical fix. > > Yeah, I'm not too concerned about gluTess* stuff; there's hardware > support for tessellation now, which is better. And I can honestly > say, I've not had need for either. > > I am having a new problem, however. glutInit is failing. The error > looks something like: > > Traceback (most recent call last): > File "<pyshell#2>", line 1, in <module> > glutInit() > File > "C:\dev\Python26\lib\site-packages\pyopengl-3.0.2a4-py2.6.egg\OpenGL\GLUT\special.py", > line 324, in glutInit > _base_glutInit( ctypes.byref(count), holder ) > TypeError: 'NoneType' object is not callable > > There are similar problems with other GLUT functions. I read > somewhere that this may be due to 64 bit issues (i.e., PyOpenGL is > trying to use a glut32.dll compiled for 32 bit platforms). Is this > the case? And is there a way to solve it for the general case? > > Thanks, > Ian Alright, I'm now set up and able to build GLUT and GLE in both 32 and 64-bit configurations. I'm working on making the build process for both of those automatic so that maintaining them won't be a royal pain when e.g. we need to build for Python 3.x compiler as well. I've also got the latest (trunk) PyOpenGL accelerate modules built for 32 and 64-bit. Not really sure about the 32-bit/64-bit issues for GLUT and GLE. From what I read you can't load the 32-bit DLLS at all in a 64-bit build (and vice versa), so it seems we'll need to provide completely separate 32 and 64-bit DLLS packages/directories or have the DLLS be e.g. glut64.dll and opengle64.dll. My preference is for the latter, as that way you can still run PyOpenGL from a bzr checkout. The idea would be to use platform.architecture() to query the DLL size *only* on Windows (apparently .architecture has problems on OSX). Using sys.maxint does not *appear* to work, as on both my 64-bit build of Python it seems to return 2**31-1, which makes me think "WTF, is this the wrong Python"?. If anyone sees any problems with that (glut64.dll, opengle64.dll), let me know, otherwise I'll try to finish up the build process and integrate the 64-bit DLLs into the packages. Have fun, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Alejandro S. <as...@gm...> - 2012-02-27 15:35:36
|
2012/2/27 Henry Gomersall <he...@ca...> > On Mon, 2012-02-27 at 10:23 -0500, Mike C. Fletcher wrote: > > > This: > > > https://github.com/hgomersall/GLE-for-PyOpenGL-for-Windows > > > > > > might be useful for the gle bit. > > > > > > cheers, > > > > > > Henry > > Do you happen to know what the changes were? Is this something I > > should > > fold back into PyOpenGL's build process? Were there changes that > > make > > non-64-bit no longer work? Seem the history starts with your adding > > it > > to the repository there. > > The changes were so it would build, which were all done by Alejandro. I > pretty certain it's unmodified from that code he sent me. > > I don't *even* think that I built it - the dll was from Alejandro's > efforts. (sorry I can't be more useful!). > I remember rebuilding the GLE DLL on Windows so it would link against a newer MSVCRT version. I don't remember making any other changes. Alejandro.- ------------------------------------------------------------------------------ Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Users mailing list PyO...@li... https://lists.sourceforge.net/lists/listinfo/pyopengl-users -- http://alejandrosegovia.net |