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From: altern <al...@gm...> - 2005-12-14 09:47:38
|
Hi again i just realised that you have already installed GLUT on windows glut-3.7.6-bin.zip. Then i am not sure about how to solve this. It doesnt look like a python error but more like something to do with the system, but i might be wrong I havent used windows for a year. This is why I quicky suggested to install GLUT, maybe you installed it wrongly? best K.W...@gm... wrote: > Hello! > I have unsuccessfully tried to install > > Numeric-23.8.win32-py2.3.exe > PyOpenGL-2.0.2.01.py2.3-numpy23.exe > glut-3.7.6-bin.zip > Opengl95.exe > > on my Windows ME machine with Python 2.3.4 > > It fails to import the OpenGL.GLUT module: It says there was > a problem loading the _GLUT dynamic link library. > > While searching this list's archive, I recovered that the same issue > was reported some time ago, but with no reply. Can anyone help here? > I have no Visual C compiler available... > > Kind regards, > Karsten. > |
From: altern <al...@gm...> - 2005-12-14 09:43:51
|
hi karlsten K.W...@gm... wrote: > Hello! > I have unsuccessfully tried to install > > Numeric-23.8.win32-py2.3.exe > PyOpenGL-2.0.2.01.py2.3-numpy23.exe > glut-3.7.6-bin.zip > Opengl95.exe > > on my Windows ME machine with Python 2.3.4 > > It fails to import the OpenGL.GLUT module: It says there was > a problem loading the _GLUT dynamic link library. > > While searching this list's archive, I recovered that the same issue > was reported some time ago, but with no reply. Can anyone help here? > I have no Visual C compiler available... Looks like under some versions of Windows you need to as well to install GLUT dll to get OpenGL running. This can be downloaded from http://www.xmission.com/%7Enate/glut.html If this is the reason that causes your problem, it is not a problem with python or pyopengl but something to do with windows ME not being prepared for OpenGL. I hope this solved the problem. good luck > Kind regards, > Karsten. > |
From: <K.W...@gm...> - 2005-12-13 23:35:04
|
Hello! I have unsuccessfully tried to install Numeric-23.8.win32-py2.3.exe PyOpenGL-2.0.2.01.py2.3-numpy23.exe glut-3.7.6-bin.zip Opengl95.exe on my Windows ME machine with Python 2.3.4 It fails to import the OpenGL.GLUT module: It says there was a problem loading the _GLUT dynamic link library. While searching this list's archive, I recovered that the same issue was reported some time ago, but with no reply. Can anyone help here? I have no Visual C compiler available... Kind regards, Karsten. -- GMX DSL-Flatrate 1 Jahr kostenlos* + WLAN-Router ab 0,- Euro* Bis 31.12.2005 einsteigen! Infos unter: http://www.gmx.net/de/go/dsl |
From: Matthew A. <mt...@gm...> - 2005-12-02 04:45:29
|
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From: Uwe H. <uw...@he...> - 2005-11-28 09:33:37
|
Hi, is it possible to use PyOpenGL / PyOpenGLContext to render a scene without having to run an X11 server? Basically, what I want to achieve is rendering a scene (e.g. imported from a VRML file) from the command line and then dump a screenshot of that (PNG, JPG, whatever). I can load the VRML and dump the rendered image easily, _but_ I cannot figure out how to do it _without_ opening a window (i.e. requiring X11). I guess I could abuse something like xfvb, but there must be a more elegant way... TIA, Uwe. --=20 Uwe Hermann <uw...@he...> http://www.hermann-uwe.de | http://www.crazy-hacks.org http://www.it-services-uh.de | http://www.phpmeat.org http://www.unmaintained-free-software.org | http://www.holsham-traders.de |
From: SourceForge.net <no...@so...> - 2005-11-22 13:16:31
|
Feature Requests item #661691, was opened at 2003-01-03 07:54 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GL Group: v2.2 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL is at 1.4 Initial Comment: Currently, OpenGL is at version 1.4. It sure would be nice to access the new features from withion Python. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2005-11-22 05:16 Message: Logged In: NO Thanks for all, did this software can apply for any CAD/CAE software development? For many CAE software has bad GUI, Such as T-grid, Hypermesh,Marc ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2005-11-22 05:15 Message: Logged In: NO Thanks for all, did this software can apply for any CAD/CAE software development? For many CAE software has bad GUI, Such as T-grid, Hypermesh,Marc ---------------------------------------------------------------------- Comment By: Andre Meyer (drapmeyer) Date: 2004-09-21 01:34 Message: Logged In: YES user_id=720466 So what about OpenGL 2.0? http://www.opengl.org/documentation/spec.html http://www.opengl.org/documentation/opengl_current_version.html ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-10-23 08:00 Message: Logged In: YES user_id=34901 Not dead AFAIK, we just released a new version 2 or 3 days ago ;) . That said, the primary developer (me) is not particularly flush for time to work on PyOpenGL, so I'm mostly acting as manager, rather than developer these days. I'd *love* to see the extensions for 1.4 added, but unless someone decides to pay my employer for me to work on PyOpenGL (which really doesn't seem likely), or someone with far more time steps up to do the work, the development is going to be slow. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-23 06:41 Message: Logged In: NO i love pyopengl, it is great! but is it dead? why isn't opengl 1.4 supported? and why isn't there a win32 installer for python 2.3? ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 05:06 Message: Logged In: YES user_id=34901 Agreed, want to submit a patch ;) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 |
From: SourceForge.net <no...@so...> - 2005-11-22 13:15:54
|
Feature Requests item #661691, was opened at 2003-01-03 07:54 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GL Group: v2.2 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL is at 1.4 Initial Comment: Currently, OpenGL is at version 1.4. It sure would be nice to access the new features from withion Python. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2005-11-22 05:15 Message: Logged In: NO Thanks for all, did this software can apply for any CAD/CAE software development? For many CAE software has bad GUI, Such as T-grid, Hypermesh,Marc ---------------------------------------------------------------------- Comment By: Andre Meyer (drapmeyer) Date: 2004-09-21 01:34 Message: Logged In: YES user_id=720466 So what about OpenGL 2.0? http://www.opengl.org/documentation/spec.html http://www.opengl.org/documentation/opengl_current_version.html ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-10-23 08:00 Message: Logged In: YES user_id=34901 Not dead AFAIK, we just released a new version 2 or 3 days ago ;) . That said, the primary developer (me) is not particularly flush for time to work on PyOpenGL, so I'm mostly acting as manager, rather than developer these days. I'd *love* to see the extensions for 1.4 added, but unless someone decides to pay my employer for me to work on PyOpenGL (which really doesn't seem likely), or someone with far more time steps up to do the work, the development is going to be slow. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-23 06:41 Message: Logged In: NO i love pyopengl, it is great! but is it dead? why isn't opengl 1.4 supported? and why isn't there a win32 installer for python 2.3? ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 05:06 Message: Logged In: YES user_id=34901 Agreed, want to submit a patch ;) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 |
From: FvW <vw...@vu...> - 2005-11-18 07:38:16
|
On Thu, Nov 17, 2005 at 09:20:55PM -0500, Maciej Kalisiak wrote: > Hello all, > > I'm trying to do some off-screen rendering in my app. Alas, from what I > understand, GLUT does not (yet) support off-screen rendering. GLX and WGL do, > IIRC, but these APIs are not exposed by pyopengl. Is there some way I can > achieve off-screen rendering using just GL/GLU calls in pyopengl? Maciej, I had the same problem. GL does not provide a direct solution yet. What I did was "borrowing" a buffer. You can make two textures: one for the screen you use, and one for off-screen rendering. By swapping the textures you draw and show the two different images. I'm not a programmer, so by implementation is a bit amateurish. Maybe someone has a professional implementation. > > For now I've settled for rendering on-screen with GLUT, but would like to shut > down the GLUT/OpenGL system when I've done the render (need to return control > to my app). Currently I grab the image with glReadPixels in the GLUT display > function, and immediately do glutDestroyWindow(), but this does not exit > glutMainLoop() as I was hoping, but instead shuts down the whole app, which > does not fit my needs. [...] As far as I know is GLUT a bit limited. I use GL with GTK. GTK does the window management and control. GL only the drawing. TK can do something similar, and is better documented. I think I've seen some nice programming examples for this. Check the documentation. WX will do the job too, but WX has a very limited documentation. Pick your choice. Succes, Fulko -- Fulko van Westrenen vw...@vu... |
From: Maciej K. <ma...@dg...> - 2005-11-18 02:21:03
|
Hello all, I'm trying to do some off-screen rendering in my app. Alas, from what I understand, GLUT does not (yet) support off-screen rendering. GLX and WGL do, IIRC, but these APIs are not exposed by pyopengl. Is there some way I can achieve off-screen rendering using just GL/GLU calls in pyopengl? For now I've settled for rendering on-screen with GLUT, but would like to shut down the GLUT/OpenGL system when I've done the render (need to return control to my app). Currently I grab the image with glReadPixels in the GLUT display function, and immediately do glutDestroyWindow(), but this does not exit glutMainLoop() as I was hoping, but instead shuts down the whole app, which does not fit my needs. So how can I read the OpenGL framebuffer with pyopengl and return control to my main app? My app is mostly just a computational package, not a graphical app, one that uses OpenGL purely for terrain rasterization, and some other things, hence I do not want to structure the whole app around glutMainLoop() or equivalent... the routines I'm writing have to be drop-in replacements for the standard versions already in the application... -- Maciej Kalisiak <ma...@dg...> http://www.dgp.toronto.edu/~mac/ |
From: FvW <vw...@vu...> - 2005-11-11 13:11:06
|
On Fri, Nov 11, 2005 at 07:59:09AM -0500, Charles Moad wrote: > Fwiw, I have seen this when GL_POLYGON_SMOOTH is enabled. > glDisable(GL_POLYGON_SMOOTH) fixed it. I had no idea where to search, Thanks! Fulko > FvW wrote: [...] > >All area are drawn using GL_POLYGON. I can see the edges of the > >triangles as slightly darker lines. If the trangles are very small, that > >area looks darker than normal. [...] |
From: Charles M. <cm...@in...> - 2005-11-11 12:59:58
|
Fwiw, I have seen this when GL_POLYGON_SMOOTH is enabled. FvW wrote: > Hello, > > I have a python program that draws a map using OpenGL. > On my old card, ASUS V7700pro (GeForce2 GTS), the result was good. > I replaced this card with a ASUS V9520 (GeForce FX5200) because the fan > was worn. This card does not display as expected. > > All area are drawn using GL_POLYGON. I can see the edges of the > triangles as slightly darker lines. If the trangles are very small, that > area looks darker than normal. > > Can anyone tell me what the cause can be, and how to fix it? > Python 2.3, pyopengl 2.0.1.08-5.1, nvidia 7174 drivers > Debian 3.1(Sarge). > > Thanks, > Fulko > > Some code that might be of interest. > The vertices of the different trianges are shared (identical). > > glClearColor(0,0,0,0) > glClear (GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT ) > glShadeModel(GL_SMOOTH) > > glLineWidth(1.0) > glColor3d(0.7,0.7,0.7) > for a in range(area): > v1,v2,v3=a > glBegin(GL_POLYGON) > glVertex2f(v1) > glVertex2f(v2) > glVertex2f(v3) > glEnd() > > > > > ------------------------------------------------------- > SF.Net email is sponsored by: > Tame your development challenges with Apache's Geronimo App Server. Download > it for free - -and be entered to win a 42" plasma tv or your very own > Sony(tm)PSP. Click here to play: http://sourceforge.net/geronimo.php > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: FvW <vw...@vu...> - 2005-11-11 12:23:07
|
Hello, I have a python program that draws a map using OpenGL. On my old card, ASUS V7700pro (GeForce2 GTS), the result was good. I replaced this card with a ASUS V9520 (GeForce FX5200) because the fan was worn. This card does not display as expected. All area are drawn using GL_POLYGON. I can see the edges of the triangles as slightly darker lines. If the trangles are very small, that area looks darker than normal. Can anyone tell me what the cause can be, and how to fix it? Python 2.3, pyopengl 2.0.1.08-5.1, nvidia 7174 drivers Debian 3.1(Sarge). Thanks, Fulko Some code that might be of interest. The vertices of the different trianges are shared (identical). glClearColor(0,0,0,0) glClear (GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT ) glShadeModel(GL_SMOOTH) glLineWidth(1.0) glColor3d(0.7,0.7,0.7) for a in range(area): v1,v2,v3=a glBegin(GL_POLYGON) glVertex2f(v1) glVertex2f(v2) glVertex2f(v3) glEnd() |
From: SourceForge.net <no...@so...> - 2005-11-10 14:33:42
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Feature Requests item #1353190, was opened at 2005-11-10 06:33 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=1353190&group_id=5988 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GL Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: wglChoosePixelFormatARB Initial Comment: Hi, I would like to add antialiasing to my programs using the WGL_ARB_multisample extension. As far as I see the wglChoosePixelFormatARB is not yet supported. Could you offer a wrapper to that too ? A small doc for wglGetPixelFormatAttribivARB would also come in handy. Cheers, Lucian l DOT voinea AT tue DOT nl ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=1353190&group_id=5988 |
From: Gross, A. <ag...@ir...> - 2005-11-03 20:10:02
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Good afternoon, I'm new to pyopenGL, so this is probably an easy question. I'm getting a compile warning saying that I've got the wrong version of SWIG installed. Apparently it wants version 1.3.23, and I have 1.3.24 installed. Is this a problem? I wasn't sure if the warning was for previous versions of swig and didn't get updated, or whether something is going to go wrong if I use version 1.3.24 =20 Thanks, Ashley Gross Software Engineer Government & Industrial iRobot =20 |
From: Joan W. <mik...@wf...> - 2005-11-02 10:46:20
|
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From: Tim B. <Tim...@gm...> - 2005-10-22 07:48:16
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hi all, i'm currently working on a project, where i have to render two images to two different screens (win xp, ati dualhead card). since, i never used pyopengl before, is it possible to access and render to multiple screens on windoze? thanks in advance ... tim -- mailto:Tim...@gm... ICQ: 96771783 http://www.mokabar.tk latest mp3: kMW.mp3 http://mattin.org/mp3.html latest cd: Goh Lee Kwang & Tim Blechmann: Drone http://www.geocities.com/gohleekwangtimblechmannduo/ After one look at this planet any visitor from outer space would say "I want to see the manager." William S. Burroughs |
From: Mladen B. <bes...@ma...> - 2005-10-19 01:05:04
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Hi, I can't seem to build PyOpenGL on Fedora Core 3. Here is the place where python setup.py build fails: /usr/include/GL/freeglut_ext.h:69: error: conflicting types for 'glutMouseWheelFunc' Any suggestions? Thanks, Mladen |
From: Simon W. <sim...@gm...> - 2005-10-05 14:33:23
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On 5/18/05, Simon Wittber <sim...@gm...> wrote: > Hi Chaps, > > I'm building a simple game, and need some way to get models from my > designer team mate and display them in OpenGL, preferably using a > display list. I've since implemented a Quake II model loader (md2) and renderer which uses glDrawArrays. The code is ugly and probably horribly inefficient at the moment, but I thought I would share my efforts anyway :-) The loader: http://metaplay.dyndns.org:82/svn/SiGL/SiGL/md2.py The renderer and animator: http://metaplay.dyndns.org:82/svn/SiGL/SiGL/model.py The code is fairly tightly coupled in with my framework, but is fairly clear and easily changeable, and might prove of some use to someone. Sw. |
From: SourceForge.net <no...@so...> - 2005-10-02 23:00:12
|
Feature Requests item #1311265, was opened at 2005-10-03 12:00 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=1311265&group_id=5988 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Stuart Woolford (swoolford) Assigned to: Nobody/Anonymous (nobody) Summary: glReadPixels enhancement request Initial Comment: When using glReadPixels in combinations with pixel buffer objects (PBOs) the last (C) argument is no longer the address of memory to move the data to, but an offset from the currently defined buffer object base. As a trivial example it is connon to use: glReadPixels(0,0,640,480,GL_BGRA,GL_UNSIGNED_BYTE,0) Which causes the data to be copied to the base (0 offset) of the currently defined PBO. Of course, in pyOpengl this does not seem doable, as the buffers are handled internally, and the last argument is not exposed. Is it possible that we could have new versions of the affected calls exposed that do take the last argument? Perhaps a glReadPixelsB (for buffer) or something like that? (glWritePixels has the same limitation). PBOs are a very important feature for using openGL in image processing, so this would be a very useful addition. It would also allow glReadPixels to be used from python in situations where the overhead of the double data copy currently required for the (much easier to use) current implementation is too much when moving through bounce buffers. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=1311265&group_id=5988 |
From: Ben J. <ben...@im...> - 2005-09-28 08:17:59
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qzm wrote: > Well, its been over 6 MONTHS since I pointed out this rather major > problem in glreadpixels, and so far no reaction? Did you submit a bug report or feature request for it on SourceForge? > It really would be nice to stop having to use custom C python > extensions that need maintennce just to allow this one call.. It looks like you have the skills to fix/implement this yourself. Why don't you do that and submit it as a patch? You can contribute to the project through this site: http://sourceforge.net/projects/pyopengl Ben. |
From: qzm <stu...@gm...> - 2005-09-27 23:02:58
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Well, its been over 6 MONTHS since I pointed out this rather major problem in glreadpixels, and so far no reaction? Does anyone else find this a problem? without it we cannot use PBO (pixel buffer objects), which is a major addition to the opengl spec, and gives access to a whole range of important new functionality. It really would be nice to stop having to use custom C python extensions that need maintennce just to allow this one call.. >From: qzm <stuartaw@gm...> > glReadPixels spec problem. >2005-02-28 16:42 > Hello fellow pyOpengl Users. > > Perhaps I am missing something, but Ithink there is a serious issue > with glReadPixels. > > When using glReadPixels in combinations with pixel buffer objects > (PBOs) the last (C) argument is no longer the address of memory to > move the data to, but an offset from the currently defined buffer > object base. > > As a trivial example it is connon to use: > glReadPixels(0,0,640,480,GL_BGRA,GL_UNSIGNED_BYTE,0) > Which causes the data to be copied to the base (0 offset) of the > currently defined PBO. > > Of course, in pyOpengl this does not seem doable, as the buffers are > handled internally, and the last argument is not exposed. > Is it possible that we could have new versions of the affected calls > exposed that do take the last argument? > Perhaps a glReadPixelsB (for buffer) or something like that? > (glWritePixels has the same limitation). > > PBOs are a very important feature for using openGL in image > processing, so this would be a very useful addition. > > It would also allow glReadPixels to be used from python in situations > where the overhead of the double data copy currently required for the > (much easier to use) current implementation is too much whem moving > through bounce buffers. |
From: FvW <vw...@vu...> - 2005-09-26 08:01:03
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Hello, I found the answer. The problem was my (mis)understanding of "blending". Attached is some working code. N.B. It is not meant to be nice code. Best, Fulko from OpenGL.GL import * from OpenGL.GLUT import * from OpenGL.GLU import * from Image import * ESCAPE = '\033' window = 0 xrot = yrot = zrot = 0.0 texture = 0 def LoadTextures(): image = open("BlueFace.png") print image.format, image.size, image.mode ix = image.size[0] iy = image.size[1] image = image.tostring("raw", "RGBA", 0, -1) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_BLEND) glEnable(GL_CULL_FACE) def InitGL(Width, Height): LoadTextures() glEnable(GL_TEXTURE_2D) glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glDepthFunc(GL_LEQUAL) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0) glMatrixMode(GL_MODELVIEW) def ReSizeGLScene(Width, Height): if Height == 0: Height = 1 glViewport(0, 0, Width, Height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0) glMatrixMode(GL_MODELVIEW) def DrawGLScene(): global xrot, yrot, zrot, texture glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glPushMatrix() glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0); glVertex3f(-5.0, -5.0, -10.0) glTexCoord2f(1.0, 0.0); glVertex3f( 5.0, -5.0, -10.0) glTexCoord2f(1.0, 1.0); glVertex3f( 5.0, 5.0, -10.0) glTexCoord2f(0.0, 1.0); glVertex3f(-5.0, 5.0, -10.0) glEnd(); glPopMatrix() glPushMatrix() glTranslatef(0.0,0.0,-5.0) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) glEnd(); glPopMatrix() xrot = xrot + 0.02 yrot = yrot + 0.02 zrot = zrot + 0.02 glutSwapBuffers() def keyPressed(*args): if args[0] == ESCAPE: glutDestroyWindow(window) sys.exit() def main(): global window glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH) glutInitWindowSize(640, 480) glutInitWindowPosition(0, 0) window = glutCreateWindow("Transparency Test") glutDisplayFunc(DrawGLScene) glutIdleFunc(DrawGLScene) glutReshapeFunc(ReSizeGLScene) glutKeyboardFunc(keyPressed) InitGL(640, 480) glutMainLoop() print "Hit ESC key to quit." main() |
From: Mike C. F. <mcf...@ro...> - 2005-09-24 02:48:52
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Joseph Quigley wrote: > Hi.. I get this huge list of errors when I try to install PyOpenGL on > Slackware 10.0 (x86 CPU). I can't understand why! I'm guessing that this is another case of compiling with the wrong SWIG version installed and getting the wrappers mis-wrapped as a result. I've added notes to the installation page regarding the correct versions of SWIG and have added warnings in the sections which discuss building PyOpenGL from source. Sorry this took so long, Mike ... > building 'GL.ARB._shader_objects' extension > gcc -pthread -fno-strict-aliasing -DNDEBUG -O3 -march=i486 -mcpu=i686 > -fPIC -DGLX_PLATFORM -I/usr/include -I/usr/local/include > -I/usr/X11/include -I/usr/X11R6/include -I/usr/include/python2.3 -c > src/interface/GL.ARB._shader_objects.c -o > build/temp.linux-i686-2.3/src/interface/GL.ARB._shader_objects.o > In file included from src/interface/GL.ARB._shader_objects.c:8: > src/interface/GL.ARB._shader_objects.0001.inc:1399: error: parse error > before "obj" > src/interface/GL.ARB._shader_objects.0001.inc: In function > `glDeleteObjectARB': > src/interface/GL.ARB._shader_objects.0001.inc:1399: error: parse error > before "obj" > src/interface/GL.ARB._shader_objects.0001.inc:1399: error: `obj' > undeclared (first use in this function) > src/interface/GL.ARB._shader_objects.0001.inc:1399: error: (Each > undeclared identifier is reported only once > src/interface/GL.ARB._shader_objects.0001.inc:1399: error: for each > function it appears in.) > src/interface/GL.ARB._shader_objects.0001.inc: At top level: ... -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Mike C. F. <mcf...@ro...> - 2005-09-24 02:40:35
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Chad Simmons wrote: >The > >python setup.py install > > I should have asked this earlier, but to be sure; do you have the correct version of SWIG installed? I have just added a table to the installation page that shows the correct versions for a given PyOpenGL version (basically SWIG 1.3.23 for PyOpenGL 2.0.2, SWIG 1.3.13 for PyOpenGL 2.0.1). Otherwise you should not be running the "build" command (which install does by default if you don't tell it not to). If you are building from a source tarball and don't need to customise the wrappers, you should install with: python setup.py build_ext install rather than: python setup.py install as the default install will try to rebuild the wrappers for you. You will likely need to blow away your current directory and unpack the source code again to make that work. I've just built the whole package from scratch from CVS on Gentoo Linux, incidentally. It built without complaint and runs those few demos I've tried. Hope this helps somewhat, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: FvW <vw...@vu...> - 2005-09-23 12:04:04
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Hello, I try to use textures with transparency, but I have no success. The textures are there, but not transparent. Can someone tell me what goes wrong? I made a (rather silly) example based on the Nehe lessons. The base is from lesson 6, and I took the image from lesson 32 (http://nehe.gamedev.net/) Thanks all. Fulko The (failing) example code: from OpenGL.GL import * from OpenGL.GLUT import * from OpenGL.GLU import * from Image import * ESCAPE = '\033' window = 0 xrot = yrot = zrot = 0.0 texture = 0 def LoadTextures(): image = open("BlueFace.tga") print image.format, image.size, image.mode ix = image.size[0] iy = image.size[1] image = image.tostring("raw", "RGBA", 0, -1) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) def InitGL(Width, Height): LoadTextures() glEnable(GL_TEXTURE_2D) glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0) glMatrixMode(GL_MODELVIEW) def ReSizeGLScene(Width, Height): if Height == 0: Height = 1 glViewport(0, 0, Width, Height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0) glMatrixMode(GL_MODELVIEW) def DrawGLScene(): global xrot, yrot, zrot, texture glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glPushMatrix() glTranslatef(0.0,0.0,-5.0) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) glEnd(); glPopMatrix() glPushMatrix() glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0); glVertex3f(-5.0, -5.0, -10.0) glTexCoord2f(1.0, 0.0); glVertex3f( 5.0, -5.0, -10.0) glTexCoord2f(1.0, 1.0); glVertex3f( 5.0, 5.0, -10.0) glTexCoord2f(0.0, 1.0); glVertex3f(-5.0, 5.0, -10.0) glEnd(); glPopMatrix() xrot = xrot + 0.02 yrot = yrot + 0.02 zrot = zrot + 0.02 glutSwapBuffers() def keyPressed(*args): if args[0] == ESCAPE: glutDestroyWindow(window) sys.exit() def main(): global window glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH) glutInitWindowSize(640, 480) glutInitWindowPosition(0, 0) window = glutCreateWindow("Transparency Test") glutDisplayFunc(DrawGLScene) glutIdleFunc(DrawGLScene) glutReshapeFunc(ReSizeGLScene) glutKeyboardFunc(keyPressed) InitGL(640, 480) glutMainLoop() print "Hit ESC key to quit." main() -- Fulko van Westrenen email: vw...@vu... |