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From: Unit3 <un...@de...> - 2006-11-24 02:38:23
|
Hi everyone, I'm trying to quickly test some HDR algorithm ideas, and so I thought that PyOpenGL would let me build some apps quickly to try out my ideas. However, it's starting to look like that at least with the packages in Ubuntu, the recent extensions to add 16 bit / channel float formats aren't supported under PyOpenGL. Specifically, I'm looking for the stuff like ARB_color_buffer_float. Did I just miss how to use the extensions properly? Or is support really missing? If so, is there any plan to add support for any of the HDR-related image formats? Thanks! Graeme |
From: Mike C. F. <mcf...@vr...> - 2006-11-22 22:17:11
|
I've just uploaded the next alpha release of PyOpenGL 3.x. This release includes the "raw" package hierarchy with the auto-generated wrappers available for those who want to do low-level hacking. It also has wrappers for OpenGL 1.2, 1.3, 1.4, 1.5 and 2.0 (though only 1.2 and 1.3 have been looked at for usability, expect some usability-focused API changes in the higher versions). There are also a number of small bug-fixes throughout. This is still a rather early alpha. We're missing big tracts of functionality, such as the AGL and WGL libraries (we do have raw XGL support). There is lots of work still to be done and we would love to see your patches to get your favourite bit of the package working. Bug reports, reports of success/failure and the like are also useful. We haven't even begun to optimise the code, btw, so expect it to be very slow. For users: http://pyopengl.sourceforge.net/ctypes/using.html For developers (and remember, one of the major points of re-implementing in pure Python is to make it easier to become a contributor; get involved): http://pyopengl.sourceforge.net/ctypes/development.html We could really use people testing the weird and exotic platforms (e.g. Windows, OS-X) and/or porting to other systems (e.g. DOS, HPUX, Solaris, *BSD, Irix and the like). Porting to your platform is just a matter of writing a simple Python module. Testing with existing PyOpenGL code-bases to document what needs to be changed when upgrading (or to fix bugs) would also help greatly. Thanks everyone, and have fun, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Gary H. <gh...@di...> - 2006-11-22 21:17:50
|
Mike C. Fletcher wrote: > > PyOpenGL 3.x (currently in fairly early alpha) uses numpy by default, > with support for numarray and numeric available with non-standard builds. > Cool! Great news! This begs the question: What's the time line for various 3.x releases? And is there any way to help? -- Gary Herron, PhD. Department of Computer Science DigiPen Institute of Technology (425) 895-4418 |
From: Mike C. F. <mcf...@vr...> - 2006-11-22 17:51:11
|
Rurpy wrote: > Let's try again with a correct subject line... > > Are there any plans for Windows binaries for Python-2.5? > Python 2.5 is supported by the PyOpenGL 3.x code line. I'm not going to say I will never get around to updating the PyOpenGL 2.x code-line release, but as of right now it's pretty low on my priority list (and a royal PITA due to the lack of a properly working Win32 compiler on my workstations). The fact that there are also going to be lots of code changes due to the switch to ssize usage is making it a bigger project as well. > Also, the install page says pyopengl is dependent on > Numerics-23 which is 2 versions old in the Numerics line, > and Numerics itself is (from what I read) obsoleted by > Numpy-1.0. Are there eany plans to update this dependency? > PyOpenGL 3.x (currently in fairly early alpha) uses numpy by default, with support for numarray and numeric available with non-standard builds. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: altern <al...@gm...> - 2006-11-22 09:25:17
|
hi again i also forgot to say that exactly the same code using pygame instead of wxpython works fine in both windows, linux and OSX enrike George Paci wrote: > altern wrote: > > > This is the detailed description of error: > > I use glOrtho(0, 800, 600, 0, 5000, 0) > > to set up the projection, > > From the docs at > http://pyopengl.sourceforge.net/documentation/manual/glOrtho.3G.xml > : > > Python Specification > > glOrtho (left, right, bottom, top, zNear, zFar) -> None > > Parameters > > left, right -- Specify the coordinates for the left and right > vertical clipping planes. > bottom, top -- Specify the coordinates for the bottom and top > horizontal clipping planes. > zNear, zFar -- Specify the distances to the nearer and farther > depth clipping planes. These values are negative > if the plane is to be behind the viewer. > > > So you're calling it with bottom=600 and top=0, which is the reverse > of the way OpenGL handles y coordinates: greater Y in OpenGL is UP. > > The depth values also seem to be backwards: the docs say they're the > *distances* to the nearer and farther clipping planes. So you probably > want zNear=0 and zFar=5000 . > > Try this and see if it works: > > glOrtho(0, 800, 0, 600, 0, 5000) > > > Except this looks like you're trying to do things in pixels, > not OpenGL's units. A much more natural way would be: > > glOrtho(-400, 400, -300, 300, 0, 5000) > > ... and then (0,0,0) would be at the center of the viewport. > > > This is true in windows but under Linux I get the (0,0) on the > > center of the screen and if I increase the y value of a vertex > > it moves up instead of down. On top of this the values of the > > opengl are not mapped to pixels and moving a vertex by 1 unit > > (should move 1 pixel) moves it out of the window. > > It sounds like your glOrtho() call flat-out failed on Linux > (more precisely, using whatever driver is associated with > your rendering context). Are you sure you're not eating an > exception thrown by the call? My guess is it doesn't like > your depth coordinates. > > To sum up: > > Try: > glOrtho(0, 800, 0, 600, 0, 5000) > > Then, if you really want y=0 at the top, try: > glOrtho(0, 800, 600, 0, 0, 5000) > > In case you're losing polygons in the front part of > the scene, try a negative near depth: > glOrtho(0, 800, 0, 600, -100, 5000) > > Finally, consider putting everything near the origin > (i.e. (0,0,0)) and projecting that in the center: > glOrtho(-400, 400, -300, 300, -100, 5000) > > > --George Paci > > The desire to remain the same is the single most powerful motivator > for change. In order to preserve something, people will change > anything that's less important. -- Dale Emery > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |
From: altern <al...@gm...> - 2006-11-22 09:23:57
|
hi george first of all, thanks for your help. George Paci wrote: > altern wrote: > > > This is the detailed description of error: > > I use glOrtho(0, 800, 600, 0, 5000, 0) > > to set up the projection, > > From the docs at > http://pyopengl.sourceforge.net/documentation/manual/glOrtho.3G.xml > : > > Python Specification > > glOrtho (left, right, bottom, top, zNear, zFar) -> None > > Parameters > > left, right -- Specify the coordinates for the left and right > vertical clipping planes. > bottom, top -- Specify the coordinates for the bottom and top > horizontal clipping planes. > zNear, zFar -- Specify the distances to the nearer and farther > depth clipping planes. These values are negative > if the plane is to be behind the viewer. > > > So you're calling it with bottom=600 and top=0, which is the reverse > of the way OpenGL handles y coordinates: greater Y in OpenGL is UP. > > The depth values also seem to be backwards: the docs say they're the > *distances* to the nearer and farther clipping planes. So you probably > want zNear=0 and zFar=5000 . > > Try this and see if it works: > > glOrtho(0, 800, 0, 600, 0, 5000) > > > Except this looks like you're trying to do things in pixels, > not OpenGL's units. A much more natural way would be: > > glOrtho(-400, 400, -300, 300, 0, 5000) > > ... and then (0,0,0) would be at the center of the viewport. i forgot to say i am doing a 2D orthogonal system and that i need to work with pixels, this is why i match the opengl units to width and height of the window in pixels. I set the projection to those values because i want it to be like that. I already tried to see if changing the values passed to the glOrtho would make any difference but they dont. Thats pretty weird. > > This is true in windows but under Linux I get the (0,0) on the > > center of the screen and if I increase the y value of a vertex > > it moves up instead of down. On top of this the values of the > > opengl are not mapped to pixels and moving a vertex by 1 unit > > (should move 1 pixel) moves it out of the window. > > It sounds like your glOrtho() call flat-out failed on Linux > (more precisely, using whatever driver is associated with > your rendering context). Are you sure you're not eating an > exception thrown by the call? My guess is it doesn't like > your depth coordinates. interesting, so you suggest there mus be something that linux doesnt like about my projection but i am not getting the exception, that could be a possibility and explains why passing different values to glOrtho does not make any difference. But the problem should be caused by something else than the glOrtho setyo, otherwise my simple example (find it attached) would not work either. I tested today the same code in another linux machine and i get the same result. I guess I will have to do some step by step testing to find out what is causing this. thanks! enrike > To sum up: > > Try: > glOrtho(0, 800, 0, 600, 0, 5000) > > Then, if you really want y=0 at the top, try: > glOrtho(0, 800, 600, 0, 0, 5000) > > In case you're losing polygons in the front part of > the scene, try a negative near depth: > glOrtho(0, 800, 0, 600, -100, 5000) > > Finally, consider putting everything near the origin > (i.e. (0,0,0)) and projecting that in the center: > glOrtho(-400, 400, -300, 300, -100, 5000) > > > --George Paci > > The desire to remain the same is the single most powerful motivator > for change. In order to preserve something, people will change > anything that's less important. -- Dale Emery > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |
From: Rurpy <ru...@ya...> - 2006-11-22 01:08:06
|
Let's try again with a correct subject line... Are there any plans for Windows binaries for Python-2.5? Also, the install page says pyopengl is dependent on Numerics-23 which is 2 versions old in the Numerics line, and Numerics itself is (from what I read) obsoleted by Numpy-1.0. Are there eany plans to update this dependency? Send instant messages to your online friends http://uk.messenger.yahoo.com |
From: George P. <ge...@ri...> - 2006-11-21 19:29:42
|
altern wrote: > This is the detailed description of error: > I use glOrtho(0, 800, 600, 0, 5000, 0) > to set up the projection, From the docs at http://pyopengl.sourceforge.net/documentation/manual/glOrtho.3G.xml : Python Specification glOrtho (left, right, bottom, top, zNear, zFar) -> None Parameters left, right -- Specify the coordinates for the left and right vertical clipping planes. bottom, top -- Specify the coordinates for the bottom and top horizontal clipping planes. zNear, zFar -- Specify the distances to the nearer and farther depth clipping planes. These values are negative if the plane is to be behind the viewer. So you're calling it with bottom=600 and top=0, which is the reverse of the way OpenGL handles y coordinates: greater Y in OpenGL is UP. The depth values also seem to be backwards: the docs say they're the *distances* to the nearer and farther clipping planes. So you probably want zNear=0 and zFar=5000 . Try this and see if it works: glOrtho(0, 800, 0, 600, 0, 5000) Except this looks like you're trying to do things in pixels, not OpenGL's units. A much more natural way would be: glOrtho(-400, 400, -300, 300, 0, 5000) ... and then (0,0,0) would be at the center of the viewport. > This is true in windows but under Linux I get the (0,0) on the > center of the screen and if I increase the y value of a vertex > it moves up instead of down. On top of this the values of the > opengl are not mapped to pixels and moving a vertex by 1 unit > (should move 1 pixel) moves it out of the window. It sounds like your glOrtho() call flat-out failed on Linux (more precisely, using whatever driver is associated with your rendering context). Are you sure you're not eating an exception thrown by the call? My guess is it doesn't like your depth coordinates. To sum up: Try: glOrtho(0, 800, 0, 600, 0, 5000) Then, if you really want y=0 at the top, try: glOrtho(0, 800, 600, 0, 0, 5000) In case you're losing polygons in the front part of the scene, try a negative near depth: glOrtho(0, 800, 0, 600, -100, 5000) Finally, consider putting everything near the origin (i.e. (0,0,0)) and projecting that in the center: glOrtho(-400, 400, -300, 300, -100, 5000) --George Paci The desire to remain the same is the single most powerful motivator for change. In order to preserve something, people will change anything that's less important. -- Dale Emery |
From: altern <al...@gm...> - 2006-11-21 12:10:18
|
hi all I am having a strange error with the corrdinate system with a glcanvas on Linux (but not on windows!). I have a complex system for 2D opengl rendering and it is proving to be really difficult to fix this. So I decided to do a simple example to see where the problem was. The simple example does work fine both on linux and windows now. So once this is working I thought it should be pretty easy to find out the point that causes the error in the complex code, but I cannot really find which is the different bit. So I was wondering if this error sounds familiar to anyone in the list. I am writing both to wxPython-users and pyOpenGL-users lists. This is the detailed description of error: I use glOrtho(0, 800, 600, 0, 5000, 0) to set up the projection, this means that if I set a vertex like this glVertex2i(400, 300) this should be in the center of the canvas (0,0 is top left of the window). Moreover, if I increase the y value, this should move the vertex to the bottom of the window This is true in windows but under Linux I get the (0,0) on the center of the screen and if I increase the y value of a vertex it moves up instead of down. On top of this the values of the opengl are not mapped to pixels and moving a vertex by 1 unit (should move 1 pixel) moves it out of the window. If anyone ever had a similar problem it would be great to hear some hints. Thanks enrike |
From: Jonathan H. <jh...@sp...> - 2006-11-20 16:56:38
|
Jon wrote: > AFAIK the ability to support non-power-of-2 (NPO2 or NPOT) textures is a > card-specific thing, and hence their OpenGL driver thing. > > I _think_ NPO2 texture support is supposed to be a standard feature of OpenGL > 2.X, but I don't think all cards support it. I also understand that this is the case, but I don't have a reference handy. In any case, I think the right thing to do is to test for the presence of the GL_ARB_texture_non_power_of_two extension. This is what I do: try: from OpenGL.GL.ARB.texture_non_power_of_two import glInitTextureNonPowerOfTwoARB except: # not defined in PyOpenGL 2.0.0.44 def glInitTextureNonPowerOfTwoARB(): return False # call this after glInit() card_handles_NPOT = glInitTextureNonPowerOfTwoARB() Jonathan. |
From: Rurpy <ru...@ya...> - 2006-11-18 21:39:55
|
Are there any plans for Windows binaries for Python-2.5? Also, the install page says pyopengl is dependent on Numerics-23 which is 2 versions old in the Numerics line, and Numerics itself is (from what I read) obsoleted by Numpy-1.0. Are there eany plans to update this dependency? Send instant messages to your online friends http://uk.messenger.yahoo.com |
From: JoN <jo...@we...> - 2006-11-13 23:10:28
|
Hi guys, AFAIK the ability to support non-power-of-2 (NPO2 or NPOT) textures is a card-specific thing, and hence their OpenGL driver thing. I _think_ NPO2 texture support is supposed to be a standard feature of Op= enGL 2.X, but I don't think all cards support it. Jon Quoting Matt Bailey <ma...@rt...>: > Oh, cool, I didn't know about that function, might have to check that o= ut. In >=20 > my current game I'm just making them all a power of 2, which works well= =20 > enough for most things (I like having the extra space to work with in t= he=20 > image just in case I or someone else chooses to edit the look of things= a bit >=20 > later on), but to save disk space/memory I re-sized my player's weapon = images >=20 > some to make them a power of 2, and then expand the OpenGL surface out = to the >=20 > aspect ratio of the "correct" original gun image....since I'm downsizin= g the >=20 > image in one dimension, I lose some detail. >=20 > -Matt Bailey >=20 > On Monday 13 November 2006 14:26, Andrew Wilson set 1,000 monkies in fr= ont of >=20 > keyboards and the following appeared: > > Hello, > > You are correct, I would like to use textures that are not of power= 2 in > > dimension. I have an Nvidia Quadro FX 3450 that mysteriously support= s it. > > I seem to have found a work around using the gluBuild2DMipmaps call, = the > > appear to automatically pad the image correctly. I guess I should re= ad > the > > documentation a little closer! > > Thanks > > Andrew > > > > On 11/13/06, Matt Bailey <ma...@rt...> wrote: > > > Hrrrmmm, OpenGL textures should always have dimensions that are a p= ower > > > of 2. > > > Are you saying you want to use images that do not conform to this? = This > > > normally is not possible, I don't know of a way around it. If that'= s > what > > > you're trying to do, I'm surprised it works on any video card at al= l. > > > > > > -Matt Bailey >=20 >=20 > -----------------------------------------------------------------------= -- > Using Tomcat but need to do more? Need to support web services, securit= y? > Get stuff done quickly with pre-integrated technology to make your job > easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geron= imo > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat= =3D121642 > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users >=20 -------------------------------------------------------------------- Come and visit Web Prophets Website at http://www.webprophets.net.au |
From: Matt B. <ma...@rt...> - 2006-11-13 20:27:14
|
Oh, cool, I didn't know about that function, might have to check that out. In my current game I'm just making them all a power of 2, which works well enough for most things (I like having the extra space to work with in the image just in case I or someone else chooses to edit the look of things a bit later on), but to save disk space/memory I re-sized my player's weapon images some to make them a power of 2, and then expand the OpenGL surface out to the aspect ratio of the "correct" original gun image....since I'm downsizing the image in one dimension, I lose some detail. -Matt Bailey On Monday 13 November 2006 14:26, Andrew Wilson set 1,000 monkies in front of keyboards and the following appeared: > Hello, > You are correct, I would like to use textures that are not of power 2 in > dimension. I have an Nvidia Quadro FX 3450 that mysteriously supports it. > I seem to have found a work around using the gluBuild2DMipmaps call, the > appear to automatically pad the image correctly. I guess I should read the > documentation a little closer! > Thanks > Andrew > > On 11/13/06, Matt Bailey <ma...@rt...> wrote: > > Hrrrmmm, OpenGL textures should always have dimensions that are a power > > of 2. > > Are you saying you want to use images that do not conform to this? This > > normally is not possible, I don't know of a way around it. If that's what > > you're trying to do, I'm surprised it works on any video card at all. > > > > -Matt Bailey |
From: Andrew W. <and...@al...> - 2006-11-13 19:26:31
|
Hello, You are correct, I would like to use textures that are not of power 2 in dimension. I have an Nvidia Quadro FX 3450 that mysteriously supports it. I seem to have found a work around using the gluBuild2DMipmaps call, the appear to automatically pad the image correctly. I guess I should read the documentation a little closer! Thanks Andrew On 11/13/06, Matt Bailey <ma...@rt...> wrote: > > Hrrrmmm, OpenGL textures should always have dimensions that are a power of > 2. > Are you saying you want to use images that do not conform to this? This > normally is not possible, I don't know of a way around it. If that's what > you're trying to do, I'm surprised it works on any video card at all. > > -Matt Bailey > > On Monday 13 November 2006 13:46, Andrew Wilson set 1,000 monkies in front > of > keyboards and the following appeared: > > Hello, > > I'm trying to load some textures that do not have width and height of > > 2n+2. It seems that this works great on some graphics cards and bombs > on > > other cards. I know it is supposed to be 2n+2 but why would some cards > let > > me do this and others not? And any suggestions on how to detect if the > > graphics card is compatible? Also any suggestions on efficient padding > so > > that the images still co-register properly? > > Thanks > > Andrew > > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job > easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |
From: red p. <red...@ya...> - 2006-11-13 19:21:25
|
I installed PyOpenGL and ctypes in my cygwin. But when I excute following command it said, >>> from Tkinter import Tk >>> from OpenGL.GL import * 6 [main] python2.4 2676 f:\cygwin\bin\python2.4.exe: *** fatal error - f:\cygwin\bin\python2.4.exe: *** unable to remap f:\cygwin\bin\tk84.dll to same address as parent(0x18E10000) != 0x18E20000 8 [main] python 1760 fork: child 2676 - died waiting for dll loading, errno 11 Traceback (most recent call last): File "<stdin>", line 1, in ? File "/usr/lib/python2.4/site-packages/OpenGL-3.0.0a4-py2.4.egg/OpenGL/GL/__init__.py", line 3, in ? from OpenGL.GL.simple import * File "/usr/lib/python2.4/site-packages/OpenGL-3.0.0a4-py2.4.egg/OpenGL/GL/simple.py", line 3, in ? from OpenGL import platform, arrays File "/usr/lib/python2.4/site-packages/OpenGL-3.0.0a4-py2.4.egg/OpenGL/platform/__init__.py", line 24, in ? from OpenGL.platform.glx import * File "/usr/lib/python2.4/site-packages/OpenGL-3.0.0a4-py2.4.egg/OpenGL/platform/glx.py", line 29, in ? mode=ctypes.RTLD_GLOBAL File "/usr/lib/python2.4/site-packages/OpenGL-3.0.0a4-py2.4.egg/OpenGL/platform/ctypesloader.py", line 30, in loadLibrary name = util.find_library( name ) File "ctypes/util.py", line 95, in find_library lib = _findLib_ld(name) or _findLib_gcc(name) File "ctypes/util.py", line 78, in _findLib_ld res = re.search(expr, os.popen('/sbin/ldconfig -p 2>/dev/null').read()) OSError: [Errno 11] Resource temporarily unavailable Anybody can tell me why and how to solve this problem Thank, John ____________________________________________________________________________________ Cheap talk? Check out Yahoo! Messenger's low PC-to-Phone call rates. http://voice.yahoo.com |
From: Matt B. <ma...@rt...> - 2006-11-13 19:14:16
|
Hrrrmmm, OpenGL textures should always have dimensions that are a power of 2. Are you saying you want to use images that do not conform to this? This normally is not possible, I don't know of a way around it. If that's what you're trying to do, I'm surprised it works on any video card at all. -Matt Bailey On Monday 13 November 2006 13:46, Andrew Wilson set 1,000 monkies in front of keyboards and the following appeared: > Hello, > I'm trying to load some textures that do not have width and height of > 2n+2. It seems that this works great on some graphics cards and bombs on > other cards. I know it is supposed to be 2n+2 but why would some cards let > me do this and others not? And any suggestions on how to detect if the > graphics card is compatible? Also any suggestions on efficient padding so > that the images still co-register properly? > Thanks > Andrew |
From: Andrew W. <and...@al...> - 2006-11-13 18:46:43
|
Hello, I'm trying to load some textures that do not have width and height of 2n+2. It seems that this works great on some graphics cards and bombs on other cards. I know it is supposed to be 2n+2 but why would some cards let me do this and others not? And any suggestions on how to detect if the graphics card is compatible? Also any suggestions on efficient padding so that the images still co-register properly? Thanks Andrew |
From: red p. <red...@ya...> - 2006-11-11 00:20:57
|
This is the error information I got when I want to install pyopenGL. Anybody can help me fix it? Thanks, John $ python setup.py install Togl to be built: Togl-1.6 running install running build running build_w swig -version 6 [main] python2.4 3148 f:\cygwin\bin\python2.4.exe: *** fatal error - f:\cygwin\bin\python2.4.exe: *** unable to remap f:\cygwin\bin\tk84.dll to same address as parent(0x18920000) != 0x18E10000 11 [main] python 480 fork: child 3148 - died waiting for dll loading, errno 11 swig1.3 -version 51824 [main] python2.4 3108 f:\cygwin\bin\python2.4.exe: *** fatal error - f:\cygwin\bin\python2.4.exe: *** unable to remap f:\cygwin\bin\tk84.dll to same address as parent(0x18920000) != 0x18E10000 54688 [main] python 480 fork: child 3108 - died waiting for dll loading, errno 11 SWIG Version 1.3.23 Copyright (c) 1995-1998 University of Utah and the Regents of the University of California Copyright (c) 1998-2004 University of Chicago Compiled with g++ [i686-pc-cygwin] Please see http://www.swig.org for reporting bugs and further information sh: swig1.3: command not found warning: build_w: Can't find SWIG, will just have to do with the existing wrapper source. running config compiling '_configtest.c': #ifdef _WIN32 #include <windows.h> #endif #ifdef __APPLE_CC__ #include <OpenGL/gl.h> #include <OpenGL/glu.h> #else #include <GL/gl.h> #include <GL/glu.h> #endif #ifdef GLU_VERSION_1_2 GLUnurbs *x; GLUtesselator *y; GLUquadric *z; #endif gcc -fno-strict-aliasing -DNDEBUG -g -O3 -Wall -Wstrict-prototypes -I/usr/include/python2.4/Numeric -c _configtest.c -o _configtest.o 278705 [main] python2.4 2400 f:\cygwin\bin\python2.4.exe: *** fatal error - f:\cygwin\bin\python2.4.exe: *** unable to remap f:\cygwin\bin\tk84.dll to same address as parent(0x18920000) != 0x18E10000 282185 [main] python 480 fork: child 2400 - died waiting for dll loading, errno 11 error: Resource temporarily unavailable ____________________________________________________________________________________ Yahoo! Music Unlimited Access over 1 million songs. http://music.yahoo.com/unlimited |
From: red p. <red...@ya...> - 2006-11-10 23:32:35
|
Anybody has the experience to install PyOpenGl into Cygwin. I have a python program to from OpenGL.tk import * but when I excute it, it said the error from OpenGL.Tk import * ImportError: No module named OpenGL.Tk I suspect this is because I didn't install OpenGL in my python. Thanks, John ____________________________________________________________________________________ Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com |
From: Mike C. F. <mcf...@vr...> - 2006-11-07 18:44:52
|
McTaggart, Kevin wrote: > When drawing a square, a call to glNormal3f doesn't appear to affect how > the square is drawn. I'm trying to get a coloured front and dark back > by using the following: > > glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION) > glPolygonMode(GL_FRONT, GL_FILL) > glPolygonMode(GL_BACK, GL_LINE) > glColor3f(0.0, 1.0, 0.0) > glBegin(GL_POLYGON) > glNormal3f(0.0, -1.0, 0.0) # Doesn't appear to have any > influence > glVertex3f(1.0, -1.0, -1.0) > glVertex3f(1.0, -1.0, 1.0) > glVertex3f(-1.0, -1.0, 1.0) > glVertex3f(-1.0, -1.0, -1.0) > glEnd() > > It appears that calling glNormal3f has no influence on which is the > front or back, and that I have to rearrange the order in which vertices > are called (clockwise versus counter-clockwise). Any hints on how to > get glNormal3f to influence which is front and back? > AFAIK this is working correctly. That is, the "front" and "back" faces of a polygon are determined by winding rules, not normals. You can reverse the direction by setting the winding rule to CCW or CW, but I don't *think* you can make it use normals... after all, a polygon can have a different normal at every vertex, one pointing backward, another forward, then how do you decide which is "back" and which is "front". I would imagine you might be able to write a shader program that implements the rules for you so that it *looks* like the normals are used in your situation, but I don't think you can readily do it in general OpenGL, as the engine is going to look at the front/back status long before it gets around to lighting calculations (I'm guessing, but that would make sense to me). HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: McTaggart, K. <Kev...@dr...> - 2006-11-06 14:33:49
|
When drawing a square, a call to glNormal3f doesn't appear to affect how the square is drawn. I'm trying to get a coloured front and dark back by using the following: glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION) glPolygonMode(GL_FRONT, GL_FILL) glPolygonMode(GL_BACK, GL_LINE) glColor3f(0.0, 1.0, 0.0)=09 glBegin(GL_POLYGON) glNormal3f(0.0, -1.0, 0.0) # Doesn't appear to have any influence glVertex3f(1.0, -1.0, -1.0) =20 glVertex3f(1.0, -1.0, 1.0) =20 glVertex3f(-1.0, -1.0, 1.0) =20 glVertex3f(-1.0, -1.0, -1.0) =20 glEnd() =20 It appears that calling glNormal3f has no influence on which is the front or back, and that I have to rearrange the order in which vertices are called (clockwise versus counter-clockwise). Any hints on how to get glNormal3f to influence which is front and back? =20 |
From: <2l...@2l...> - 2006-10-26 07:35:26
|
<html><head> <meta content=3D"text/html;charset=3Diso-8859-1" http-equiv=3D"Content-Type"> <title></title></head><body><title></title> <meta http-equiv=3D"Content-Type" content=3D"text/html; charset=3Diso-885= 9-1" /> <style type=3D"text/css"> <!-- body { background-color: #dfe1ec; margin: 0 0 0 0; } a { color: #000; } p { font-family: Arial, Helvetica, sans-serif; font-size: 12px; margin : 0; padding-top: 7px; padding-bottom: 7px; padding-right: 25px; padding-left: 25px; } td.gauche { border-right: #003399 1px dashed ; } p.spacer { padding-top: 0px; padding-bottom: 0px; padding-right: 0px; padding-left: 0px; border-bottom: #003399 1px dashed ; } h1 { font-family: Trebuchet MS; font-size: 16px; font-style: bold; color: #0000AE; margin : 0; padding-top: 7px; padding-bottom: 0px; padding-right: 25px; padding-left: 25px; } td.titre { background-color: #0000AE; font-family: Trebuchet MS; font-size: 1.2em; color: #ffffff; font-weight: bold; text-align: right; padding-right: 10px; } --> </style> <table width=3D"100%" cellspacing=3D"0" cellpadding=3D"0" border=3D"0" bgcolor=3D"#dfe1ec"> <tbody> <tr> <td bgcolor=3D"#dfe1ec"> <table width=3D"580" cellspacing=3D"0" cellpadding=3D"0" bord= er=3D"0" background=3D"http://www.2le.net/Newsletter/0106img/bg.png" align=3D"cent= er"> <tbody> <tr> <td> <table width=3D"550" cellspacing=3D"0" cellpaddin= g=3D"0" border=3D"0" align=3D"center"> <tbody> <tr> <td><a href=3D"http://www.2le.net" target=3D"_blank"><img width=3D"550" height=3D"97" border=3D"0" alt=3D"" src=3D"http://www.2le.net/Newsletter/0906img/entete-vide.png" /></a></td> </tr> <tr> <td class=3D"titre">Lettre d'informat= ion - Octobre 2006</td> </tr> <tr> <td> <table width=3D"550" cellspacing=3D"0= " cellpadding=3D"0" border=3D"0" bgcolor=3D"#ffffff"> <tbody> <tr valign=3D"top"> <td><h1>2le, partenaire d= e la Rentrée du Libre</h1> <p style=3D"text-align: center;"><a href=3D"http://strasbourg.linuxfr.org/rdl2006/accueil" target=3D"_blank">= <img border=3D"0" alt=3D"" src=3D"http://strasbourg.linuxfr.org/depot/RDL2006/banner.png" /></a></p> <p>2le sponsorise cette année la Rentrée = =20 du Libre qui aura lieu le 28 octobre 2006 à Strasbourg.<br /= >=20 Organisée par le LUG (Linux Users Group) = de Strasbourg, cette journée est destinée aussi bien au grand public qu'aux entreprises et a pour but de présenter = =20 les différents acteurs alsaciens dans le domaine = =20 des logiciels libres.<br /> Plusieu= rs conférences auront lieu tout au long de la journée. 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From: Mike C. F. <mcf...@vr...> - 2006-10-24 13:13:12
|
Daniel Rizzuto wrote: > I'm looking for the WGL sub-package that used to be part of PyOpenGL > v2.0. I'm specifically looking for the OpenGL.WGL.EXT.swap_control > module. Is this still available in PyOpenGL v3.0? > 3.0 is still an early alpha. WGL support is on the to-do list, mostly pending my (or someone else) having time to create the wrappers. Enjoy yourself, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Daniel R. <ri...@ca...> - 2006-10-24 03:14:23
|
I'm looking for the WGL sub-package that used to be part of PyOpenGL v2.0. I'm specifically looking for the OpenGL.WGL.EXT.swap_control module. Is this still available in PyOpenGL v3.0? Thanks, Dan -- ____________________________________ Daniel Rizzuto, PhD California Institute of Technology http://www.its.caltech.edu/~rizzuto/ Office: (626) 395 8337 Mobile: (626) 676 5435 Fax: (626) 795 2397 |
From: altern <al...@gm...> - 2006-10-23 18:38:11
|
hi when i import OpenGL.Tk i get a segmentation fault on my Debian Sid desktop. I am running python 2.4.4 and pyOpenGL 2.0.1.09-23 Maybe the pyOpenGL package hasnt been compiled with Tk support? just wondering ... Do i need to compile it myself? thanks for tips enrike |