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From: Esteban U. C. C. <euc...@gm...> - 2005-03-25 12:32:45
|
Have you tried getting glut32.dll from http://www.xmission.com/~nate/glut.html and moving it to WINDOWS\system32 ? |
From: Bruno <br...@ya...> - 2005-03-24 19:21:07
|
Hello, for some day i tried to install pyopengl to make some tests, but after i install i import 'OpenGL.GL' -> OK 'OpenGL.GLU' -> Ok 'OpenGL.GLUT' -> error!! why?? can anyone help my please!! here is a copy of what happen: IDLE 1.1 >>> from OpenGL.GL import * >>> from OpenGL.GLU import * >>> from OpenGL.GLUT import * Traceback (most recent call last): File "<pyshell#2>", line 1, in -toplevel- from OpenGL.GLUT import * ImportError: DLL load failed: Não foi possível encontrar o procedimento especificado. #Translation: 'Cant be possible find the procedure specialize' >>> PS: i have tried a lot of fix this, like move files, download new glut file, pyglut.... but nothing have result... u_u |
From: Tim H. <hi...@re...> - 2005-03-23 16:41:50
|
Hello All, I have written a small ap to output video coming from arrays of type = 'w' in numpy and type 'UInt16' in numarray. I send the arrays to = glDrawPixels using the tostring() method in both array libraries. This = is all running inside wxPython and the looping is occuring through calls = from OnIdle. In both cases, this works nicely, but interestingly, the = framerate in the numarray version is 30 fps (the max allowed from the = video frame source) while the exact same code using Numeric runs at 15 = fps. I find this strange because otherwise, I have found Numeric to be = faster than numarray. Does anyone have any idea why this might be = happenning. Is there a better way than tostring() to pass 2d arrays = from Numeric to glDrawPixels. I noticed a post on that a while back, = but no follow up on a solution. thanks, tim |
From: Mail D. S. <pos...@ex...> - 2005-03-22 14:01:49
|
This is an informative message sent by Kerio MailServer 5.7.2 at exchanger. Your mail message did not pass the server content filter: From: <pyo...@li...> Subject: Mail Delivery (failure par...@tr...) Date: Tue, 22 Mar 2005 16:52:08 +0300 Problem: Virus found MIME type: text/html File name: (none) Virus name: Exploit-MIME.gen.c Antivirus: McAfee Scanning Engine (4451/4.2.60) Problem: Virus found MIME type: audio/x-wav File name: message.scr Virus name: W32/Netsky.p@MM Antivirus: McAfee Scanning Engine (4451/4.2.60) The message was rejected by the server and was not delivered to the recipient. Please correct all reported problems and try to send the message again. |
From: stephan) <mai...@sh...> - 2005-03-17 09:11:40
|
Hi Rich, As I understand it there are generally 3 approaches to this: []mesa off screen rendering []glReadPixels []pbuffers glReadPixels seems to be the simplest and has the advantage of being hardware accelarated but is also restricted to whatever max resolution the opengl implemntation supports. This calls for tiled rendering as it is described here: http://www.mesa3d.org/brianp/TR.html I did not have time yet to translate this code to python...should be fairly easy though. It comes down to calling glViewport for each tile and then patching the parts together with PIL. If you go for the challenge (on a rainy sunday afternoon with a delicious cup of darjeeling maybe) please be so kind and post the code on this list. stephan) PS: http://www.mesa3d.org/osmesa.html http://www.mesa3d.org/pbuffers.html Rich Drewes wrote: > Hello, > > I want to save a very large pyopengl scene to a snapshot file. The > resolution I am trying for is 3200x2400. > > The following code fragment, using PIL, works up to 1600x1200: > > import Image > ox, oy, width, height = glGetIntegerv(GL_VIEWPORT) > print width, height, ox, oy > glPixelStorei(GL_PACK_ALIGNMENT, 1) > data = glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE) > image = Image.fromstring("RGB", (width, height), data) > image = image.transpose(Image.FLIP_TOP_BOTTOM) > image.save("snap.png", "PNG") > > However if I try to create my initial window at 3200x2400, like this: > > glutInitWindowSize(3200, 2400) > > two things happen. First, the actual window that is created onscreen is > only about 1600x1200 (minus a bit for window borders). When I move around > my 3D scene, it looks like OpenGL thinks that the scene really is larger > than what the window is showing me (which is great) but I am only seeing > part of it. When I try to do the screen capture with the code above, the > width and height reported by glGetIntegerv(GL_VIEWPORT) are 3200 and 2400. > That looks promising. However, when I examine the resulting snap.png > image, it only contains what appears to be the lower quadrant of my > scene--the portion that was actually visible on screen. > > Is there any simple way to capture an image larger than 1600x1200? What > is the resolution-limiting factor in my current approach? > > Would I have to create 4 viewports of 1600x1200, each one showing part of > the scene (with a different projection matrix but same model transform?) > and same each as a separate image and then paste them together myself? > Does anyone have any suggestions for doing this seamlessly? > > Thanks, > Rich > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |
From: Ben J. <ben...@im...> - 2005-03-16 20:25:21
|
Sorry for the lame newbie question. I hope I can be of more use in the future. I'm compiling PyOpenGL in the usual manner on Linux (RedHat distrib, not that I think it matters). I get the error at the end of this email, a long way into the compilation. I seem to have fulfilled all the dependency requirements stated on the PyOpenGL web page. I'm not big on the detail of OpenGL, and I've never had use for the ARB extension stuff. Any help greatly appreciated. If you can't suggest a solution to this problem, then a way of stopping this extension being built would be a useful backup solution! Many thanks in advance, Ben. Error follows: building 'GL.ARB._shader_objects' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -O3 -Wall -Wstrict-prototypes -fPIC -DGLX_PLATFORM -I/usr/include -I/usr/local/include -I/usr/X11/include -I/usr/X11R6/include -I/bmm/scratch/user/Python-2.3.4/Include -I/bmm/scratch/user/Python-2.3.4 -c src/interface/GL.ARB._shader_objects.c -o build/temp.linux-i686-2.3/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:703: warning: function declaration isn't a prototype In file included from src/interface/GL.ARB._shader_objects.c:8: src/interface/GL.ARB._shader_objects.0001.inc:885: warning: function declaration isn't a prototype In file included from src/interface/GL.ARB._shader_objects.c:8: src/interface/GL.ARB._shader_objects.0001.inc:1288: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc:1310: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc:1533: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc:1581: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc:1655: parse error before "obj" src/interface/GL.ARB._shader_objects.0001.inc:1655: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc: In function `glDeleteObjectARB': src/interface/GL.ARB._shader_objects.0001.inc:1655: parse error before "obj" src/interface/GL.ARB._shader_objects.0001.inc:1655: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc:1655: `obj' undeclared (first use in this function) src/interface/GL.ARB._shader_objects.0001.inc:1655: (Each undeclared identifier is reported only once src/interface/GL.ARB._shader_objects.0001.inc:1655: for each function it appears in.) src/interface/GL.ARB._shader_objects.0001.inc: At top level: src/interface/GL.ARB._shader_objects.0001.inc:1656: parse error before "glGetHandleARB" src/interface/GL.ARB._shader_objects.0001.inc:1656: warning: return type defaults to `int' src/interface/GL.ARB._shader_objects.0001.inc: In function `glGetHandleARB': src/interface/GL.ARB._shader_objects.0001.inc:1656: parse error before '*' token src/interface/GL.ARB._shader_objects.0001.inc:1656: warning: type defaults to `int' in declaration of `GLhandleARB' src/interface/GL.ARB._shader_objects.0001.inc:1656: `GLhandleARB' declared as function returning a function src/interface/GL.ARB._shader_objects.0001.inc:1656: warning: function declaration isn't a prototype src/interface/GL.ARB._shader_objects.0001.inc:1656: `proc_glGetHandleARB' undeclared (first use in this function) src/interface/GL.ARB._shader_objects.0001.inc:1656: parse error before "proc" .... continues in this vein until compilation fails. |
From: Rich D. <dr...@in...> - 2005-03-16 16:20:59
|
Hello, I want to save a very large pyopengl scene to a snapshot file. The resolution I am trying for is 3200x2400. The following code fragment, using PIL, works up to 1600x1200: import Image ox, oy, width, height = glGetIntegerv(GL_VIEWPORT) print width, height, ox, oy glPixelStorei(GL_PACK_ALIGNMENT, 1) data = glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE) image = Image.fromstring("RGB", (width, height), data) image = image.transpose(Image.FLIP_TOP_BOTTOM) image.save("snap.png", "PNG") However if I try to create my initial window at 3200x2400, like this: glutInitWindowSize(3200, 2400) two things happen. First, the actual window that is created onscreen is only about 1600x1200 (minus a bit for window borders). When I move around my 3D scene, it looks like OpenGL thinks that the scene really is larger than what the window is showing me (which is great) but I am only seeing part of it. When I try to do the screen capture with the code above, the width and height reported by glGetIntegerv(GL_VIEWPORT) are 3200 and 2400. That looks promising. However, when I examine the resulting snap.png image, it only contains what appears to be the lower quadrant of my scene--the portion that was actually visible on screen. Is there any simple way to capture an image larger than 1600x1200? What is the resolution-limiting factor in my current approach? Would I have to create 4 viewports of 1600x1200, each one showing part of the scene (with a different projection matrix but same model transform?) and same each as a separate image and then paste them together myself? Does anyone have any suggestions for doing this seamlessly? Thanks, Rich |
From: <gao...@vo...> - 2005-03-13 20:14:36
|
Hi all, I was just wondering how to use all the gl___v() functions in PyOpenGL! The 'v' in C means that one of the parameters is a pointer to an array -- but how does it translate into python? I tried using tuples or list but that doesn't work. It haven't found this info anywhere although it should be one of the first things to know when switching from C... Thanks Bolin ------------------------------------------ Faites un voeu et puis Voila ! www.voila.fr |
From: prætor_alpha <pra...@ya...> - 2005-03-03 22:26:29
|
i am having trouble with glGenQueriesARB() or glBeginQueryARB(). when i set flare to 1: something=glGenQueriesARB(5,flare) TypeError: argument number 2: a 'GLuint *' is expected, 'int(1)' is received when i set flare to None: glBeginQueryARB(GL_SAMPLES_PASSED_ARB,flare) TypeError: argument number 2: a 'unsigned long' is expected, 'NoneType(None)' is received what is up? thanks. __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ |
From: qzm <stu...@gm...> - 2005-03-01 00:42:51
|
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. Regards, Stuart W. |
From: Michael C. <foo...@fo...> - 2005-02-18 22:15:40
|
I'd like to thank everyone for the help, I figured it out and thought you guys would want to know what was going on. Now I "knew" the code was perfect because I lifted it straight out of another program of mine that worked fine. Well after trying tons of stuff I started to think the problem might be in the loading of the texture. While messing around with the call to gluBuild2DMipmaps, I noticed that if I passed the wrong number of bytes for internal format, while the texture looked wrong things weren't disappearing. It also looked like the problem was happening during mipmap transitions (which would explain why they seemed to be somewhat depth related). Well after messing around with the problem more, I figured out what was going on. My PNG which I told to save with transparency, didn't have it. So instead of RGBA format, the data was in RGB. The colors were still right because it was reading 4 bytes per pixel (so it was skipping the nonexistent alpha information). For some reason this only manifested it's self in making mipmaps, The other computer I tested this on had a software OpenGL renderer that could handle this for some reason (what I was doing was wrong, so it's understandable that it wasn't handled correctly). Thanks for all the suggestions. Without some of them (especially the depth problem that made me look into mipmaps) I'm not sure I would have found this. It explains why previously working code seemed to malfunction when it was copy and pasted. Thanks again guys. |
From: Mike C. F. <mcf...@ro...> - 2005-02-18 01:49:29
|
Michael Cook wrote: ... > http://www.foobarsoft.com/programming/ittybittycity/untex1.tiff > http://www.foobarsoft.com/programming/ittybittycity/untex2.tiff > http://www.foobarsoft.com/programming/ittybittycity/tex1.tiff > http://www.foobarsoft.com/programming/ittybittycity/tex2.tiff I think you meant: http://www.foobarsoft.com/programming/python/ittybittycity/untex1.tiff and the like. > Lighting and culling are both off so that can't be causing the > problem. This is really driving me nuts. Not knowing what the textures are, or what code is running, I can't really guess what the problem is, however, it looks a lot like you've got z-buffer problems where the polygons are showing up as behind the "ground" polygon. You might try making sure that you've got z-buffering enabled (otherwise it's just the order in which polygons are draw that determines what elements are triangles show up). Good luck, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com PyCon is coming... |
From: Gavin B. <ga...@an...> - 2005-02-17 02:56:13
|
Hi, I am using PyOpenGL (with wxPython) to do some image processing. We are processing the data in a C module and returning this to Python to draw with glDrawPixels() via PyString_FromStringAndSize(...). This works fine, but is inefficient as it is copying every single frame. Ideally we would like to be able to use a buffer object to simply wrapper the memory, using PyBuffer_FromMemory() but this doesn't work (it segfaults). So is there a way I can pass a Buffer object to glDrawPixels? If not, how might one go about adding this sort of support? I am prepared to have a go at adding this support if I can. Thanks, :: Gavin |
From: Michael C. <foo...@fo...> - 2005-02-15 23:36:11
|
've been programming OpenGL lately, and currently I'm running a little test program that I am building up to something bigger. But I am having texturing problems right now. I've developed a little model of a car that spins in my program. When the car has no texture (is made of entirely of polygons), things look correct. Everything is drawn, no problems. When the car is textured instead, polygons seem to appear and disappear for no reason. NOTHING is different except the existance of the texture. I'm not sure why it is being rendered like this, but it's driving me nuts. This is the first real texturing I've done on something. I checked that all the texture coords are correct, and they are. I can't figure it out but it's driving me nuts. http://www.foobarsoft.com/programming/ittybittycity/untex1.tiff http://www.foobarsoft.com/programming/ittybittycity/untex2.tiff http://www.foobarsoft.com/programming/ittybittycity/tex1.tiff http://www.foobarsoft.com/programming/ittybittycity/tex2.tiff In the untextured images (the first two) you see a complete car (the windows look odd due to the way they were rendered, you can ignore them). In the textured images you see the same model only polygons are missing (they come and go as the car rotates). Depending on where the camera is the problem's scope changes. For example, with the camera in closer (like in the untextured pictures) the roof NEVER shows up. I've messed with the clipping plains and that doesn't seem to make a difference. Lighting and culling are both off so that can't be causing the problem. This is really driving me nuts. |
From: noema <mai...@sh...> - 2005-02-15 11:02:33
|
Ok ... I figured it out. It is either a bug in Mesa or in pyopengl. According to the developer list, pyopengl 2.0.1.07 upwards should have fixed that problem. Also the version of Mesa that comes with Xfree 4.3 does not support the feedback buffer. Updating to pyopengl 2.0.1.08 and using hardware-accelarated DRI rendering solved the problem for me (I am on ubuntulinux 4.1 with ati binary driver) _noema noema wrote: > > > This is driving me NUTTSS!! > no matter what I do I get a... > > "Unknown vertex type in feedback buffer." > > ...when I try to switch back to glRenderMode(GL_RENDER). > > Does anybody of you have a working example or can give me a hint to the > problem...would really appreciate it! > > _nailobe > > > > In my draw methode I use the following code: > > glFeedbackBuffer(32768, GL_2D) > glRenderMode(GL_FEEDBACK) > > # self._onDraw() > glPassThrough(110) > glBegin(GL_LINE_STRIP) > glVertex3f(0.0, 0.0, 0.0) > glVertex3f(1.0, 0.0, 0.0) > glVertex3f(1.0, 1.0, 0.0) > glVertex3f(-0.5, 1.5, 0.0) > glVertex3f(0.0, 0.0, 0.0) > glEnd() > > feedbackBuffer = glRenderMode(GL_RENDER) > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting > Tool for open source databases. Create drag-&-drop reports. Save time > by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc. > Download a FREE copy at http://www.intelliview.com/go/osdn_nl > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |
From: Geoffrey T. <gta...@na...> - 2005-02-14 15:06:31
|
Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: viupd02.com Virus name: W32.Beagle.AZ@mm Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Geoffrey T. <gta...@na...> - 2005-02-14 09:13:32
|
Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: Jol03.cpl Virus name: W32.Beagle@mm!cpl Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Geoffrey T. <gta...@na...> - 2005-02-14 06:12:41
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Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: upd02.scr Virus name: W32.Beagle.AZ@mm Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Mike C. F. <mcf...@ro...> - 2005-02-12 23:34:40
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Andre Meyer wrote: > Hi all > > I am wondering whether PyOpenGL is working for Python 2.4. > > There is no 2.4 specific download, so what can be done about this? I'm assuming, since you didn't state it, that you're using Windows? There's a 2.4 binary download on the SourceForge downloads page. PyOpenGL should work (seems to work) fine on Python 2.4. If you find a problem, please report it on the SourceForge bug tracker. Have fun, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com PyCon is coming... |
From: Manuel B. <man...@ti...> - 2005-02-11 11:43:10
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Hi! It's possible to block the norton antivirus posts in ML? Thanks! Ciao, Manuel |
From: Geoffrey T. <gta...@na...> - 2005-02-11 08:13:34
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Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: guupd02.com Virus name: W32.Beagle.AZ@mm Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Geoffrey T. <gta...@na...> - 2005-02-11 07:46:45
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Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: Jol03.scr Virus name: W32.Beagle.AZ@mm Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Geoffrey T. <gta...@na...> - 2005-02-10 08:01:31
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Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: wsd01.com Virus name: W32.Beagle.gen Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Geoffrey T. <gta...@na...> - 2005-02-10 07:53:21
|
Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: zupd02.com Virus name: W32.Beagle.gen Action taken: Clean failed : Quarantine succeeded : File status: Infected |
From: Geoffrey T. <gta...@na...> - 2005-02-09 18:31:43
|
Norton AntiVirus found a virus in an attachment you (Pyopengl-users) sent to Geoffrey Talvola. To ensure the recipient(s) are able to use the files you sent, perform a virus scan on your computer, clean any infected files, then resend this attachment. Attachment: Jol03.com Virus name: W32.Beagle.AZ@mm Action taken: Clean failed : Quarantine succeeded : File status: Infected |