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From: Esteban U. C. C. <euc...@gm...> - 2005-01-23 10:05:02
|
GL is the basic library. GLU provides convenience functions, but it doesn't let you do anything you couldn't do with GL. It is distributed together with GL. GLUT provides functionality external to GL, like interfacing with the windowing system. It is a third party library. I don't know about the details of the development of GLUT, but I guess it was meant mainly for simplicity and it is deemed to satisfy its purpose well enough. I am new in this list and I don't know how far OpenGL2 is. Cheers, Esteban. |
From: Manuel B. <man...@ti...> - 2005-01-22 23:32:57
|
Ted Horst wrote: > gluLookAt is in OpenGL.GLU, not OpenGL.GLUT. Tom Dossis wrote: > Should be GLU not GLUT.... Thanks for quick reply, and sorry for my poor english. Ehm...excuse me for next questions...I'm a newbie: Why GLUT + GLU and not simply GLUT? I've some other questions, but here maybe offtopic. I'm not offended if you don't reply me: why GLUT development is stopped in 2001? Do you think is abandoned project? when (about) pyopenGL will support openGL2 ? Ciao! Manuel |
From: Tom D. <td...@yo...> - 2005-01-22 23:13:33
|
man...@ti... wrote: > > print OpenGL.GLUT > print dir(OpenGL.GLUT) > > > This is the result (it seem really no gluLookAt). I'm using the last version > of glut (3.7): > > <module 'OpenGL.GLUT' from 'C:\Python23\lib\site-packages\OpenGL\GLUT.pyc'> > > > ['GLUT_ACCUM', 'GLUT_ACTIVE_ALT', 'GLUT_ACTIVE_CTRL', 'GLUT_ACTIVE_SHIFT', > 'GLUT_ALPHA', 'GLUT_API_VERSION', 'GLUT_BITMAP_8_BY_13', 'GLUT_BITMAP_9_BY_15', Should be GLU not GLUT.... >>> 'gluLookAt' in dir(OpenGL.GLUT) False >>> 'gluLookAt' in dir(OpenGL.GLU) True |
From: Ted H. <ted...@ea...> - 2005-01-22 18:18:12
|
gluLookAt is in OpenGL.GLU, not OpenGL.GLUT. On Jan 22, 2005, at 12:02, man...@ti... wrote: > Hi to all! > I've just installed pyOpenGL. It work fine, but...it seem in the glut > some > very important funcions are lost...Please, help me. > > Using a very simple script, from examples, I've this error: > > Traceback (most recent call last): > File "C:\experiment.py", line 78, in changeSize > gluLookAt(0.0,0.0,5.0,\ > NameError: global name 'gluLookAt' is not defined > > > So I've inserted some debug lines: > > print OpenGL.GLUT > print dir(OpenGL.GLUT) > > > This is the result (it seem really no gluLookAt). I'm using the last > version > of glut (3.7): |
From: <man...@ti...> - 2005-01-22 18:03:11
|
Hi to all! I've just installed pyOpenGL. It work fine, but...it seem in the glut som= e very important funcions are lost...Please, help me. Using a very simple script, from examples, I've this error: Traceback (most recent call last): File "C:\experiment.py", line 78, in changeSize gluLookAt(0.0,0.0,5.0,\ NameError: global name 'gluLookAt' is not defined So I've inserted some debug lines: print OpenGL.GLUT print dir(OpenGL.GLUT) This is the result (it seem really no gluLookAt). I'm using the last vers= ion of glut (3.7): <module 'OpenGL.GLUT' from 'C:\Python23\lib\site-packages\OpenGL\GLUT.pyc= '> ['GLUT_ACCUM', 'GLUT_ACTIVE_ALT', 'GLUT_ACTIVE_CTRL', 'GLUT_ACTIVE_SHIFT'= , 'GLUT_ALPHA', 'GLUT_API_VERSION', 'GLUT_BITMAP_8_BY_13', 'GLUT_BITMAP_9_B= Y_15', 'GLUT_BITMAP_HELVETICA_10', 'GLUT_BITMAP_HELVETICA_12', 'GLUT_BITMAP_HELV= ETICA_18', 'GLUT_BITMAP_TIMES_ROMAN_10', 'GLUT_BITMAP_TIMES_ROMAN_24', 'GLUT_BLUE', 'GLUT_CURSOR_BOTTOM_LEFT_CORNER', 'GLUT_CURSOR_BOTTOM_RIGHT_CORNER', 'GLU= T_CURSOR_BOTTOM_SIDE', 'GLUT_CURSOR_CROSSHAIR', 'GLUT_CURSOR_CYCLE', 'GLUT_CURSOR_DESTROY', 'GLU= T_CURSOR_FULL_CROSSHAIR', 'GLUT_CURSOR_HELP', 'GLUT_CURSOR_INFO', 'GLUT_CURSOR_INHERIT', 'GLUT_CURS= OR_LEFT_ARROW', 'GLUT_CURSOR_LEFT_RIGHT', 'GLUT_CURSOR_LEFT_SIDE', 'GLUT_CURSOR_NONE', 'G= LUT_CURSOR_RIGHT_ARROW', 'GLUT_CURSOR_RIGHT_SIDE', 'GLUT_CURSOR_SPRAY', 'GLUT_CURSOR_TEXT', 'GLUT_= CURSOR_TOP_LEFT_CORNER', 'GLUT_CURSOR_TOP_RIGHT_CORNER', 'GLUT_CURSOR_TOP_SIDE', 'GLUT_CURSOR_UP_D= OWN', 'GLUT_CURSOR_WAIT', 'GLUT_DEPTH', 'GLUT_DEVICE_IGNORE_KEY_REPEAT', 'GLUT_= DEVICE_KEY_REPEAT', 'GLUT_DISPLAY_MODE_POSSIBLE', 'GLUT_DOUBLE', 'GLUT_DOWN', 'GLUT_ELAPSED_T= IME', 'GLUT_ENTERED', 'GLUT_FULLY_COVERED', 'GLUT_FULLY_RETAINED', 'GLUT_GAME_M= ODE_ACTIVE', 'GLUT_GAME_MODE_DISPLAY_CHANGED', 'GLUT_GAME_MODE_HEIGHT', 'GLUT_GAME_MOD= E_PIXEL_DEPTH', 'GLUT_GAME_MODE_POSSIBLE', 'GLUT_GAME_MODE_REFRESH_RATE', 'GLUT_GAME_MODE= _WIDTH', 'GLUT_GREEN', 'GLUT_HAS_DIAL_AND_BUTTON_BOX', 'GLUT_HAS_JOYSTICK', 'GLUT_= HAS_KEYBOARD', 'GLUT_HAS_MOUSE', 'GLUT_HAS_OVERLAY', 'GLUT_HAS_SPACEBALL', 'GLUT_HAS_TAB= LET', 'GLUT_HIDDEN', 'GLUT_INDEX', 'GLUT_INIT_DISPLAY_MODE', 'GLUT_INIT_WINDOW_= HEIGHT', 'GLUT_INIT_WINDOW_WIDTH', 'GLUT_INIT_WINDOW_X', 'GLUT_INIT_WINDOW_Y', 'GL= UT_JOYSTICK_AXES', 'GLUT_JOYSTICK_BUTTONS', 'GLUT_JOYSTICK_BUTTON_A', 'GLUT_JOYSTICK_BUTTON_= B', 'GLUT_JOYSTICK_BUTTON_C', 'GLUT_JOYSTICK_BUTTON_D', 'GLUT_JOYSTICK_POLL_R= ATE', 'GLUT_KEY_DOWN', 'GLUT_KEY_END', 'GLUT_KEY_F1', 'GLUT_KEY_F10', 'GLUT_KEY= _F11', 'GLUT_KEY_F12', 'GLUT_KEY_F2', 'GLUT_KEY_F3', 'GLUT_KEY_F4', 'GLUT_KEY_F5= ', 'GLUT_KEY_F6', 'GLUT_KEY_F7', 'GLUT_KEY_F8', 'GLUT_KEY_F9', 'GLUT_KEY_HOM= E', 'GLUT_KEY_INSERT', 'GLUT_KEY_LEFT', 'GLUT_KEY_PAGE_DOWN', 'GLUT_KEY_PAGE_= UP', 'GLUT_KEY_REPEAT_DEFAULT', 'GLUT_KEY_REPEAT_OFF', 'GLUT_KEY_REPEAT_ON', 'GLUT_KEY_RIGHT', 'GLUT_KEY_UP', 'GLUT_LAYER_IN_USE', 'GLUT_LEFT', 'GLUT_= LEFT_BUTTON', 'GLUT_LUMINANCE', 'GLUT_MENU_IN_USE', 'GLUT_MENU_NOT_IN_USE', 'GLUT_MENU_= NUM_ITEMS', 'GLUT_MIDDLE_BUTTON', 'GLUT_MULTISAMPLE', 'GLUT_NORMAL', 'GLUT_NORMAL_DAM= AGED', 'GLUT_NOT_VISIBLE', 'GLUT_NUM_BUTTON_BOX_BUTTONS', 'GLUT_NUM_DIALS', 'GLU= T_NUM_MOUSE_BUTTONS', 'GLUT_NUM_SPACEBALL_BUTTONS', 'GLUT_NUM_TABLET_BUTTONS', 'GLUT_OVERLAY', 'GLUT_OVERLAY_DAMAGED', 'GLUT_OVERLAY_POSSIBLE', 'GLUT_OWNS_JOYSTICK', 'G= LUT_PARTIALLY_RETAINED', 'GLUT_RED', 'GLUT_RGB', 'GLUT_RGBA', 'GLUT_RIGHT_BUTTON', 'GLUT_SCREEN_HE= IGHT', 'GLUT_SCREEN_HEIGHT_MM', 'GLUT_SCREEN_WIDTH', 'GLUT_SCREEN_WIDTH_MM', 'GL= UT_SINGLE', 'GLUT_STENCIL', 'GLUT_STEREO', 'GLUT_STROKE_MONO_ROMAN', 'GLUT_STROKE_ROM= AN', 'GLUT_TRANSPARENT_INDEX', 'GLUT_UP', 'GLUT_VIDEO_RESIZE_HEIGHT', 'GLUT_VI= DEO_RESIZE_HEIGHT_DELTA', 'GLUT_VIDEO_RESIZE_IN_USE', 'GLUT_VIDEO_RESIZE_POSSIBLE', 'GLUT_VIDEO_RES= IZE_WIDTH', 'GLUT_VIDEO_RESIZE_WIDTH_DELTA', 'GLUT_VIDEO_RESIZE_X', 'GLUT_VIDEO_RESIZ= E_X_DELTA', 'GLUT_VIDEO_RESIZE_Y', 'GLUT_VIDEO_RESIZE_Y_DELTA', 'GLUT_VISIBLE', 'GLUT= _WINDOW_ACCUM_ALPHA_SIZE', 'GLUT_WINDOW_ACCUM_BLUE_SIZE', 'GLUT_WINDOW_ACCUM_GREEN_SIZE', 'GLUT_WIND= OW_ACCUM_RED_SIZE', 'GLUT_WINDOW_ALPHA_SIZE', 'GLUT_WINDOW_BLUE_SIZE', 'GLUT_WINDOW_BUFFER_SI= ZE', 'GLUT_WINDOW_COLORMAP_SIZE', 'GLUT_WINDOW_CURSOR', 'GLUT_WINDOW_DEPTH_SIZ= E', 'GLUT_WINDOW_DOUBLEBUFFER', 'GLUT_WINDOW_FORMAT_ID', 'GLUT_WINDOW_GREEN_S= IZE', 'GLUT_WINDOW_HEIGHT', 'GLUT_WINDOW_NUM_CHILDREN', 'GLUT_WINDOW_NUM_SAMPLE= S', 'GLUT_WINDOW_PARENT', 'GLUT_WINDOW_RED_SIZE', 'GLUT_WINDOW_RGBA', 'GLUT_W= INDOW_STENCIL_SIZE', 'GLUT_WINDOW_STEREO', 'GLUT_WINDOW_WIDTH', 'GLUT_WINDOW_X', 'GLUT_WINDOW_= Y', 'GLUT_XLIB_IMPLEMENTATION', '_GLUT', '__api_version__', '__author__', '__= builtins__', '__credits__', '__date__', '__doc__', '__file__', '__info', '__name__', '__version__', '_newclass', '_object', '_swig_getattr', '_swig_setattr', '_swig_setattr_nondynamic', 'glutAddMenuEntry', 'glutAddSubMenu', 'glutAt= tachMenu', 'glutBitmapCharacter', 'glutBitmapLength', 'glutBitmapWidth', 'glutButton= BoxFunc', 'glutChangeToMenuEntry', 'glutChangeToSubMenu', 'glutCopyColormap', 'glut= CreateMenu', 'glutCreateSubWindow', 'glutCreateWindow', 'glutDestroyMenu', 'glutDestro= yWindow', 'glutDetachMenu', 'glutDeviceGet', 'glutDialsFunc', 'glutDisplayFunc', 'g= lutEnterGameMode', 'glutEntryFunc', 'glutEstablishOverlay', 'glutExtensionSupported', 'glutF= orceJoystickFunc', 'glutFullScreen', 'glutGameModeGet', 'glutGameModeString', 'glutGet', 'gl= utGetColor', 'glutGetMenu', 'glutGetModifiers', 'glutGetWindow', 'glutHideOverlay', 'g= lutHideWindow', 'glutIconifyWindow', 'glutIdleFunc', 'glutIgnoreKeyRepeat', 'glutInit', 'glutInitDisplayMode', 'glutInitDisplayString', 'glutInitWindowPosition',= 'glutInitWindowSize', 'glutJoystickFunc', 'glutKeyboardFunc', 'glutKeyboa= rdUpFunc', 'glutLayerGet', 'glutLeaveGameMode', 'glutMainLoop', 'glutMenuStateFunc',= 'glutMenuStatusFunc', 'glutMotionFunc', 'glutMouseFunc', 'glutOverlayDisp= layFunc', 'glutPassiveMotionFunc', 'glutPopWindow', 'glutPositionWindow', 'glutPost= OverlayRedisplay', 'glutPostRedisplay', 'glutPostWindowOverlayRedisplay', 'glutPostWindowRed= isplay', 'glutPushWindow', 'glutRemoveMenuItem', 'glutRemoveOverlay', 'glutReportE= rrors', 'glutReshapeFunc', 'glutReshapeWindow', 'glutSetColor', 'glutSetCursor', 'glutSetIconTitle', 'glutSetKeyRepeat', 'glutSetMenu', 'glutSetWindow', 'glutSetWindowTitle', 'glutSetupVideoResizing', 'glutShowOverlay', 'glutS= howWindow', 'glutSolidCone', 'glutSolidCube', 'glutSolidDodecahedron', 'glutSolidIcos= ahedron', 'glutSolidOctahedron', 'glutSolidSphere', 'glutSolidTeapot', 'glutSolidTe= trahedron', 'glutSolidTorus', 'glutSpaceballButtonFunc', 'glutSpaceballMotionFunc', 'glutSpaceballRotateFunc', 'glutSpecialFunc', 'glutSpecialUpFunc', 'glutS= topVideoResizing', 'glutStrokeCharacter', 'glutStrokeLength', 'glutStrokeWidth', 'glutSwapBu= ffers', 'glutTabletButtonFunc', 'glutTabletMotionFunc', 'glutTimerFunc', 'glutUse= Layer', 'glutVideoPan', 'glutVideoResize', 'glutVideoResizeGet', 'glutVisibilityF= unc', 'glutWarpPointer', 'glutWindowStatusFunc', 'glutWireCone', 'glutWireCube'= , 'glutWireDodecahedron', 'glutWireIcosahedron', 'glutWireOctahedron', 'glu= tWireSphere', 'glutWireTeapot', 'glutWireTetrahedron', 'glutWireTorus'] |
From: Austin H. <pyo...@sl...> - 2005-01-14 13:09:51
|
I recently taught myself pyOpenGL. I didn't find any tutorials that were made for pyOpenGL, but fortunately, almost everything you need to know is just like the C/C++ code. Some exceptions here: http://pyopengl.sourceforge.net/documentation/opengl_diffs.html I learned by purchasing the OpenGL Programming Guide (red book). It is a very well written guide. It is also very nice to have the OpenGL Reference Manual (blue book) on hand to look up specific functions. I bought the pair together for $100. An older version of the red book is available online here: http://www.opengl.org/documentation/red_book_1.0/ It covers OpenGL 1.1, which is the version used in pyOpenGL. I know that this is just how I learn, but there is a lot to OpenGL, and I prefer to read it in a book, written by a professional, where each item is clearly described before moving on to the next. -austin On Friday 14 January 2005 08:58 am, wes box1 wrote: > Hi, > I've worked in Python for a few years now and stumbled across > pyOpenGL while working on a project. I've never touched OpenGL > before, but I liked the idea of using Python to work with it instead > of C/C++ and the like. My question is is there a tutorial for working > in pyOpenGL as a beginner? I've used google the entire evening and > have many sites including this mailing list and the best I found was > the translation of a handful of NeHe's tutorials and a few others (in > the site-packages directory). I've followed NeHe's tutorials along > with the translated code, however at post lesson6 it becomes rather > unusable. I'm looking for a tutorial over code as it is usually a bit > easier to understand and follow than commented or uncommented code. > If all else fails, I'll use the reference along with the sample code > to figure out what's going on. Thanks! > > -Wes > > > ------------------------------------------------------- > The SF.Net email is sponsored by: Beat the post-holiday blues > Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. > It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: wes b. <wes...@gm...> - 2005-01-14 08:58:17
|
Hi, I've worked in Python for a few years now and stumbled across pyOpenGL while working on a project. I've never touched OpenGL before, but I liked the idea of using Python to work with it instead of C/C++ and the like. My question is is there a tutorial for working in pyOpenGL as a beginner? I've used google the entire evening and have many sites including this mailing list and the best I found was the translation of a handful of NeHe's tutorials and a few others (in the site-packages directory). I've followed NeHe's tutorials along with the translated code, however at post lesson6 it becomes rather unusable. I'm looking for a tutorial over code as it is usually a bit easier to understand and follow than commented or uncommented code. If all else fails, I'll use the reference along with the sample code to figure out what's going on. Thanks! -Wes |
From: altern <en...@al...> - 2005-01-12 16:44:30
|
hi all We have been working on a 2D graphics engine built on openGL. I sent some emails few months ago with some questions regarding this proyect to the list. To refresh memory about it, we were looking for a way to display SDL or opengl graphics within a window that could have standard pull down menus. The best way to achive this we found was with wxpython + opengl. So we have been working in this dirtection. We were interested on implementing a event handling systems and classes that would respond to these events in a similar way as Macromedia Flash or Director sprites system do. For this we have developed a event handler that receives the events from wx and sends them to the objects that are intersected by the mouse. This is of course a wx based system and it wouldnt work for pygame or GLUT. We have decided that we should release the drawing part of it so that people using pygame or glut could benefit from this work. At first we tried to create a event handling system that would work for all systems with little change but we couldnt find a way to do this. So we stripped down the event handling system and the mouse related classes so that the only thing left is the core basic shapes and the rendering system. We are not trainied programmers, i mean we didnt study proper computer engineering. So i expect that there are things that shouldnt be done like we have done. We have never develoloped such a big proyect and we are learning a lot on the process however its difficult to know how to structure it eficiently. Also we got a basic introduction to OpenGL and we started working from that, using the RedBook and some mailing lists to solve problems we found on the way. So we are not sure that what we have done is very much the OpenGL-way to do it or if there are things which are totally crazy :) We have been trying to read about patern design, unit test and extreme programming to see if this could help doning it better, but it is a hard job to put theory into practice. I believe it can be used together with pygame but i havent tested it as we are using it within wxpython. Actually the example we created to distribute is based on GLUT as this is the deafult system for OpenGL. It has been developed initially under Windows and now under Mac. I have tested it on Ubuntu Linux sucessfully. I am not able at the moment to test it under windows as i dont have any machine with windows I could use. It would be great if someone could test it on windows and report problems. We would be really happy if someone would try to use it with pygame or GLUT or any other system and report inconsistancies, suggestions, problems or any kind of ideas or feedback about it. We have called it Mirra and it can be downloaded from: www.ixi-software.net/content/body_software_mirra.html thanks -- enrike |
From: Ian K. <Ian...@rm...> - 2005-01-12 13:37:21
|
I'm having a problem with vertical synchronization/refresh with a map browser application. When the application is running and I am scrolling around the map space I see a subtle vertical shift that starts at the bottom of the screen and flows to the top. I am using a wxGlCanvas, the scrolling display is updated on a 12 ms recursive animation timer. My first thought was that there were perhaps other timers in the application firing off, this was not the case. I then checked the vertical sync setting on the video card, it was on. So far so good The code snippet is below: class MapWindow(glcanvas.GLCanvas): def __init__(self,parent): glcanvas.GLCanvas.__init__(self,parent) def OnPaint(self, event=None): dc = wx.PaintDC(self) self.SetCurrent() #set this canvas to recieve Opengl calls self.DrawGL() #call to draw opengl model self.SwapBuffers() From my understanding SwapBuffers() will sync the buffer swap with the vertical refresh of the hardware. I believe the problem my be in the glCanvas. After searching through various posts it seems the glcanvas does double buffer, but when I check the class reference documents there is a Constant WX_GL_DOUBLEBUFFER. Is it necessary to include this constant? In addtion I'm not sure about the syntax since these constants are in a attribList. I think this may be the crux of the problem, any suggestions would be appreciated. Ian |
From: Steve S. <she...@ho...> - 2005-01-12 03:17:28
|
Has anyone ported the GLUI toolkit to python? http://www.nigels.com/glt/glui/ Steve _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today - it's FREE! hthttp://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Austin H. <pyo...@sl...> - 2005-01-04 01:43:07
|
I didn't find the cause of the problem, but I ended up recompiling my entire system and everything is back to normal now. -austin On Friday 31 December 2004 12:23 pm, Austin Haas wrote: > I just upgraded to the latest version of pyopengl, and now my game runs > around 2 fps (was 120 fps). > > I am using the latest version of Pygame(1.6) on Gentoo Linux, with Python > 2.3.4. > > I tried downgrading to the last version I had, the one that is in Portage, > but it still ran slow. I've also tried the version in CVS, and the latest > tar of sources. > > Any ideas? Is it possible that I am somehow running in software mode, now? > > Thanks. > > -austin > > > ------------------------------------------------------- > The SF.Net email is sponsored by: Beat the post-holiday blues > Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. > It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: altern <en...@al...> - 2005-01-01 14:07:22
|
hi i was wondering if there is some way to pass some arguments on the GLUT functions on top of the default ones. I would like to do something like this: glutMouseFunc(glutMotionFunc(a,b)) def mouseFunction(x,y,a,b,c): print a,b,c I have tried differnt possibilities and none works. The first two arguments , in this case a and b, overwride the x and y default arguments of that funciont. I also tried declaring more args but then it doesnt like it. is there any way to do this? thanks -- enrike |
From: Austin H. <pyo...@sl...> - 2004-12-31 17:28:21
|
I just upgraded to the latest version of pyopengl, and now my game runs around 2 fps (was 120 fps). I am using the latest version of Pygame(1.6) on Gentoo Linux, with Python 2.3.4. I tried downgrading to the last version I had, the one that is in Portage, but it still ran slow. I've also tried the version in CVS, and the latest tar of sources. Any ideas? Is it possible that I am somehow running in software mode, now? Thanks. -austin |
From: Dave R. <dr...@co...> - 2004-12-24 00:58:05
|
On Thursday 23 December 2004 00:10, Mike C. Fletcher wrote: > Israel C. Evans wrote: > > > > > hello all.. > > I'm attempting to build PyOpenGL from scratch and I'm a little unclear > > on some of the directions. I'm hoping you can help clarify some things > > for me. My intention is to build PyOpenGL for Python2.4. > > You're missing the key piece of information: for what platform? Oh, I > see later it's OS X... > > > I'm fairly new to building software from scratch and I'm not fully > > understanding what must be done.. How does one make the GL, GLU and GLUT > > headers available to distutils? > > This depends on your compiler. Don't know what mac requires, honestly, > the Python-for-mac people take care of all that and contribute back > patches if there's a problem. Here's what their .cfg files looks like > at the moment: > > include_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Headers > library_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Libraries > Macintosh HD:SWDev:Jack:OpenGL SDK:Resources > > which suggests (to me, anyway) that the OpenGL code is available from an > OpenGL SDK somewhere. > > > So far, I've built PIL, and Numarray, but not Numeric.. I'm still > > working on Numeric. Is Numarray a workable substitute? I assume it > > wouldn't just work if I dropped it in though.. I've got Tcl/Tk. > > AFAIK you'll need Numeric for PyOpenGL to build properly. > > > I'm not sure about building GLUT. Would anyone have any pointers to > > getting this package for macosx 10.3 intended for python 2.4? > > No clue I'm afraid. I would expect it to be available already, given > OSX's extensive use of OpenGL. PyOpenGL is available for OS X via darwinports.org - that's probably the easiest way to get it installed (I've done it). If you don't want to bother with installing darwinports, you could at least look at their package file and see what they did to get it to compile. Dave |
From: Mike C. F. <mcf...@ro...> - 2004-12-23 05:10:34
|
Israel C. Evans wrote: > > hello all.. > I'm attempting to build PyOpenGL from scratch and I'm a little unclear > on some of the directions. I'm hoping you can help clarify some things > for me. My intention is to build PyOpenGL for Python2.4. You're missing the key piece of information: for what platform? Oh, I see later it's OS X... > I'm fairly new to building software from scratch and I'm not fully > understanding what must be done.. How does one make the GL, GLU and GLUT > headers available to distutils? This depends on your compiler. Don't know what mac requires, honestly, the Python-for-mac people take care of all that and contribute back patches if there's a problem. Here's what their .cfg files looks like at the moment: include_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Headers library_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Libraries Macintosh HD:SWDev:Jack:OpenGL SDK:Resources which suggests (to me, anyway) that the OpenGL code is available from an OpenGL SDK somewhere. > So far, I've built PIL, and Numarray, but not Numeric.. I'm still > working on Numeric. Is Numarray a workable substitute? I assume it > wouldn't just work if I dropped it in though.. I've got Tcl/Tk. AFAIK you'll need Numeric for PyOpenGL to build properly. > I'm not sure about building GLUT. Would anyone have any pointers to > getting this package for macosx 10.3 intended for python 2.4? No clue I'm afraid. I would expect it to be available already, given OSX's extensive use of OpenGL. Good luck, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Israel C. E. <is...@ua...> - 2004-12-21 23:48:09
|
hello all.. I'm attempting to build PyOpenGL from scratch and I'm a little unclear on some of the directions. I'm hoping you can help clarify some things for me. My intention is to build PyOpenGL for Python2.4. Currently I'm stuck on this part which is described under the heading "extra setups steps before building from source. """ Make the GL, GLU and GLUT headers available to distutils On Win32 for MSVC++ (which doesn't really have global include/lib directories), you can create directories at the same level as the source root named include and lib (i.e. ..\include and ..\lib are searched for the libraries) Files are: GL.h, GLAUX.h, GLU.h, glut.h, glsmap.h If you're on Win32 and don't have a copy of the headers/libs, the SGI Win32 OpenGL distribution has base-library headers which can be used, as does the OpenGL95.exe archive described above """ I'm fairly new to building software from scratch and I'm not fully understanding what must be done.. How does one make the GL, GLU and GLUT headers available to distutils? So far, I've built PIL, and Numarray, but not Numeric.. I'm still working on Numeric. Is Numarray a workable substitute? I assume it wouldn't just work if I dropped it in though.. I've got Tcl/Tk. I'm not sure about building GLUT. Would anyone have any pointers to getting this package for macosx 10.3 intended for python 2.4? Any assistance would be greatly appreciated. ~Israel~ |
From: Ted H. <ted...@ea...> - 2004-12-17 14:17:07
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I've looked around for a downloadable version of the documentation (pdf or html tarball), but I can't find anything. Is there such a thing? I also looked at the build_doc requirements and got a little intimidated. Is this really as hard as its made out to be? Thanks. |
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|
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From: Dave P. <de...@bu...> - 2004-12-06 18:13:06
|
I haven't tried compiling pyopengl, but I've built some other GLUT-based programs under OSX 10.2, so possibly this will help - GL & GLUT libraries are installed with the Apple developers package; this should still be the case with the new "Xcode" for 10.3. The one difference, compared to other Unix systems, is the location of the header files; the #include lines had to change to #include <OpenGL/gl.h> #include <OpenGL/glu.h> #include <GLUT/glut.h> To link with the libraries, I had to add -framework GLUT -framework GL -lobjc to the end of the gcc command line. That was for building executables, but you might need to do something similar somewhere to get the pyopengl modules to work. On Mon, 6 Dec 2004, israel evans wrote: > > I really want to install pygame, but that requires pyopengl and building that > on my own requires a larger number of libraries and such and I'm currently > stuck on the whole providing the GL, GLU, and GLUT headers to PyOpenGL during > the building process. -- Dave Pape Assistant Professor dav...@ac... Department of Media Study http://resumbrae.com/ University at Buffalo |
From: israel e. <is...@sa...> - 2004-12-06 16:43:24
|
Yeah, it's that whole using the ultra convenient packagemanager that is not currently an option that's getting me. Without the super wonderful plist with a lovely button that allows me to flawlessly install pyopengl and all it's dependancies without my knowing how, I'm kind of adrift in a sea of techospeak and my own ignorance. I really want to install pygame, but that requires pyopengl and building that on my own requires a larger number of libraries and such and I'm currently stuck on the whole providing the GL, GLU, and GLUT headers to PyOpenGL during the building process. I suppose I should either wait until all the major python software packages I've come to love catch up to the new python 2.4 release, or get better at figuring out how to do it myself. I'm hoping the first option comes very soon, but in the meantime I hope to visit these orchards of wisdom most people call mailing lists and pick some smartyfruits to aid me in my quest. Lopez-Gulliver, Roberto wrote: > I had no problems following the instructions found here : > > http://www.visionegg.org/install-macosx-details.html > > they are for python2.3 though, YMMV. > > --r > > On Sun, 5 Dec 2004 pyo...@li... wrote: > > | Message: 1 > | Date: Sun, 05 Dec 2004 15:21:41 -0800 > | From: israel evans <is...@sa...> > | Organization: Sandlot Games > | To: pyo...@li... > | Subject: [PyOpenGL-Users] PyOpenGl with Python2.4 on MacosX 10.3? > | > | Hello folks.. > | > | I'm having a heck of a time trying to build my own version of > | PyOpenGL here and my main sticking point seems to be GLUT. Do > | any of you have any pointers to an easy to build version of GLUT > | or whatever it is that's actually needed from GLUT for MacosX 10.3? > | > | Alternatively, if you've got a magical script or set of > | directions that will make installing pyopenGL on macosx10.3 with > | python2.4, and wanted to share, I'd take that. > | > | I'm trying to set all this up for python 2.4 here and since I'm > | much more of an artist than a programmer, I'm lacking the > | knowledge that should be leading me directly to the right > | answers. So I'm throwing myself to the mercy of the Mailing list > | and pleading for assistance. > | > | Thanks much, > > > ------------------------------------------------------- > 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://productguide.itmanagersjournal.com/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > -- ~ Israel C. Evans ~ | Art Director | | Sandlot Games® | | “Play in Our Neighborhood.”™ | ~ ~ |
From: Lopez-Gulliver, R. <gul...@at...> - 2004-12-06 06:10:54
|
I had no problems following the instructions found here : http://www.visionegg.org/install-macosx-details.html they are for python2.3 though, YMMV. --r On Sun, 5 Dec 2004 pyo...@li... wrote: | Message: 1 | Date: Sun, 05 Dec 2004 15:21:41 -0800 | From: israel evans <is...@sa...> | Organization: Sandlot Games | To: pyo...@li... | Subject: [PyOpenGL-Users] PyOpenGl with Python2.4 on MacosX 10.3? | | Hello folks.. | | I'm having a heck of a time trying to build my own version of | PyOpenGL here and my main sticking point seems to be GLUT. Do | any of you have any pointers to an easy to build version of GLUT | or whatever it is that's actually needed from GLUT for MacosX 10.3? | | Alternatively, if you've got a magical script or set of | directions that will make installing pyopenGL on macosx10.3 with | python2.4, and wanted to share, I'd take that. | | I'm trying to set all this up for python 2.4 here and since I'm | much more of an artist than a programmer, I'm lacking the | knowledge that should be leading me directly to the right | answers. So I'm throwing myself to the mercy of the Mailing list | and pleading for assistance. | | Thanks much, |
From: israel e. <is...@sa...> - 2004-12-05 23:21:50
|
Hello folks.. I'm having a heck of a time trying to build my own version of PyOpenGL here and my main sticking point seems to be GLUT. Do any of you have any pointers to an easy to build version of GLUT or whatever it is that's actually needed from GLUT for MacosX 10.3? Alternatively, if you've got a magical script or set of directions that will make installing pyopenGL on macosx10.3 with python2.4, and wanted to share, I'd take that. I'm trying to set all this up for python 2.4 here and since I'm much more of an artist than a programmer, I'm lacking the knowledge that should be leading me directly to the right answers. So I'm throwing myself to the mercy of the Mailing list and pleading for assistance. Thanks much, -- ~ Israel C. Evans ~ |
From: Yuichi S. <yu...@cs...> - 2004-11-30 18:25:25
|
Hi David, It is under the condition described below that I have succeeded in presenting stereo graphics: *Machine: Mac G4 (866MHz-dual processors) *OS: MacOS 10.3.5 or 10.3.6 (either is ok.) *Videoboard: ATI RADEON9000PRO *LCD glasses: StereoEYES WIRED (STEREOGRAPHICS) or [FE-1 (good) & NEO TEK (cheap)] http://www.stereographics.com/news_about_us/01news/sew-pr.htm http://www.crsltd.com/catalog/fe-1/ *Monitor: 20-in. monochrome monitor (Monoray Model M20ECD5RE, Clinton Electronics) *Software: A python code attached below using PyOpenGL and VisionEgg library (ver. 0.9.9). http://www.visionegg.org/ (Note that I'm using OpenGL blue line syncing signal not VSG.) http://developer.apple.com/samplecode/GLUTStereo/GLUTStereo.html http: //www.crsltd.com/catalog/vsg25/ This code seems to present stereo graphics at the intended rate at least at 120Hz of CRT refresh rate (60Hz for each eye) under the condition described above. Note that I'm using the Core.py of VisionEgg 0.9.9 inserting "pygame.display.gl_set_attribute(pygame.locals.GL_STEREO,1)" just after "pygame.display.gl_set_attribute(pygame.locals.GL_ALPHA_SIZE,a)". For more information about VisionEgg, see http://www.visionegg.org/ If some information needed is lacking, please let me know. Thanks, Yuichi """Sticking out FixPoint (stereo) & Random dots.""" # A simple stereo program. # written by Yuichi Sakano (2004.10.9) import VisionEgg VisionEgg.start_default_logging(); VisionEgg.watch_exceptions() from VisionEgg.Core import * from VisionEgg.Dots import * import pygame from pygame.locals import * from OpenGL.GL.GL__init__ import * screen = get_default_screen() screen.parameters.bgcolor = (0.0,0.0,0.0) # black (RGB) disparity = 10 # pixels dots = DotArea2D( position = ( screen.size[0]/2.0, screen.size[1]/2.0 ), size = ( 300.0 , 300.0 ), signal_fraction = 0.1, signal_direction_deg = 180.0, velocity_pixels_per_sec = 10.0, dot_lifespan_sec = 5.0, dot_size = 3.0, num_dots = 300) fixation_spotR = FixationSpot(position=(screen.size[0]/2-disparity/2,screen.size[1]/2), anchor='center', color=(0,0,255,0), size=(14,14)) fixation_spotL = FixationSpot(position=(screen.size[0]/2+disparity/2,screen.size[1]/2), anchor='center', color=(0,0,255,0), size=(14,14)) blue_lineR = FixationSpot(position=(0,0),# (x,y)(lowerleft:(0,0)) anchor='lowerleft', color=(0,0,255,0), size=(screen.size[0]*0.80, 0.5)) blue_lineL = FixationSpot(position=(0,0), anchor='lowerleft', color=(0,0,255,0), size=(screen.size[0]*0.30, 0.5)) #center = (0,0,0) #left_eye = (-1,0,-10) #right_eye = (1, 0,-10) #up = (0,1,0) #left_projection = Projection().look_at( left_eye, center, up ) #right_projection = Projection().look_at( right_eye, center, up ) left_viewport = Viewport(screen=screen, # projection=left_projection, stimuli=[dots, fixation_spotL, blue_lineL]) right_viewport = Viewport(screen=screen, # projection=right_projection, stimuli=[dots, fixation_spotR, blue_lineR]) frame_timer = FrameTimer() quit_now = 0 while not quit_now: for event in pygame.event.get(): if event.type in (QUIT,KEYDOWN,MOUSEBUTTONDOWN): quit_now = 1 Buffers = [GL_BACK_LEFT, GL_BACK_RIGHT] for buffer in Buffers: glDrawBuffer(buffer) # Specify which color buffers are to be drawn into. screen.clear() # Clear the screen. if buffer == GL_BACK_LEFT: left_viewport.draw() # Set the viewport and draw stimuli. else: right_viewport.draw() swap_buffers() # Update the entire screen. (pygame.display.flip()) frame_timer.tick() frame_timer.log_histogram() On 30 Nov 2004 at 11:54 AM, David wrote: > Yuichi: > > You never did tell us what stereo hardware you are using. There are a > few makes and models of LCD glasses, and as far as I know they do not > use any common protocols for configuration. > > Are you using eDimensional's LCD glasses? > > David > > > On Tue, 30 Nov 2004 11:27:37 -0500, Yuichi Sakano <yu...@cs...> > wrote: >> Hi. >> >> Finally, I have succeeded in using stereo with PyOpenGL (and VisionEgg >> library). >> http://www.visionegg.org/ >> Thanks so much for anyone who helped me. >> >> Thanks, >> Yuichi >> >> >> >> >> On 20 Sep 2004 at 11:35 AM, Yuichi Sakano wrote: >> >>> Hi. >>> >>> My previous mail seems to have lacked some information. Sorry. >>> >>> I'm using a pair of liquid crystal shutter glasses (closing the >>> shutters in front of the eyes alternately synchronizing with the CRT >>> refresh rate). So, I'd like to present the graphics for the left and >>> right eyes alternately synchronizing with the CRT refresh rate. >>> >>> Thanks, >>> Yuichi >>> >>> >>> On 18 Sep 2004 at 11:59 PM, David Keeney wrote: >>> >>>> On 17 Sep 2004 at 16:40, Yuichi Sakano wrote: >>>> >>>>> Hi. >>>>> >>>>> Is anyone using stereo (not audio but vision) with PyOpenGL? I'm >>>>> trying >>>>> to using it, but I'm at a loss how to use it. If you have succeeded >>>>> in >>>>> it, would you let me know how (if possible, send the script) >>>>> please? >>>> >>>> What hardware are you using for the stereoscopic vision? >>>> >>>> Take a look at stereo_zoe, which is a simple OpenGL rendering >>>> engine adapted to show stereo graphics using Edimensional's LCD >>>> glasses and top/bottom display mode. >>>> >>>> http://sourceforge.net/project/showfiles.php?group_id=110483&pac >>>> kage_id=119667 >>>> >>>> -or- >>>> http://www.sourceforge.net/project/pduel >>>> >>>> David Keeney >>>> >>>>> >>>>> Actually, I have checked the archive of this mailing list and found >>>>> that Jack Jansen had sent a similar question mail. >>>>> http://sourceforge.net/mailarchive/message.php?msg_id=1579199 >>>>> But no one seems to have responsed to it using this mailing list. >>>>> >>>>> I'm using Mac G4 (OS10.2.8, 866MHz-dual processors) and ATI RADEON >>>>> graphics board. >>>>> I can use stereo with C and OpenGL using a sample code. >>>>> http://developer.apple.com/samplecode/GLUTStereo/GLUTStereo.html >>>>> >>>>> Thanks for any help. >>>>> >>>>> Yuichi >>>>> >>>>> >>>>> >>>>> ------------------------------------------------------- >>>>> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 >>>>> Project Admins to receive an Apple iPod Mini FREE for your >>>>> judgement >>>>> on >>>>> who ports your project to Linux PPC the best. Sponsored by IBM. >>>>> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php >>>>> _______________________________________________ >>>>> PyOpenGL Homepage >>>>> http://pyopengl.sourceforge.net >>>>> _______________________________________________ >>>>> PyOpenGL-Users mailing list >>>>> PyO...@li... >>>>> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >>>>> >>>> >>>> >>>> >>> >>> >>> >>> ------------------------------------------------------- >>> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 >>> Project Admins to receive an Apple iPod Mini FREE for your judgement >>> on >>> who ports your project to Linux PPC the best. Sponsored by IBM. >>> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php >>> _______________________________________________ >>> PyOpenGL Homepage >>> http://pyopengl.sourceforge.net >>> _______________________________________________ >>> PyOpenGL-Users mailing list >>> PyO...@li... >>> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >>> >>> >> >> >> ------------------------------------------------------- >> 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://productguide.itmanagersjournal.com/ >> >> >> _______________________________________________ >> PyOpenGL Homepage >> http://pyopengl.sourceforge.net >> _______________________________________________ >> PyOpenGL-Users mailing list >> PyO...@li... >> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >> > > > -- > dk...@tr... > Pitcher's Duel -> pduel.sourceforge.net > > > ------------------------------------------------------- > 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://productguide.itmanagersjournal.com/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > |
From: David <dvk...@gm...> - 2004-11-30 16:54:54
|
Yuichi: You never did tell us what stereo hardware you are using. There are a few makes and models of LCD glasses, and as far as I know they do not use any common protocols for configuration. Are you using eDimensional's LCD glasses? David On Tue, 30 Nov 2004 11:27:37 -0500, Yuichi Sakano <yu...@cs...> wrote: > Hi. > > Finally, I have succeeded in using stereo with PyOpenGL (and VisionEgg > library). > http://www.visionegg.org/ > Thanks so much for anyone who helped me. > > Thanks, > Yuichi > > > > > On 20 Sep 2004 at 11:35 AM, Yuichi Sakano wrote: > > > Hi. > > > > My previous mail seems to have lacked some information. Sorry. > > > > I'm using a pair of liquid crystal shutter glasses (closing the > > shutters in front of the eyes alternately synchronizing with the CRT > > refresh rate). So, I'd like to present the graphics for the left and > > right eyes alternately synchronizing with the CRT refresh rate. > > > > Thanks, > > Yuichi > > > > > > On 18 Sep 2004 at 11:59 PM, David Keeney wrote: > > > >> On 17 Sep 2004 at 16:40, Yuichi Sakano wrote: > >> > >>> Hi. > >>> > >>> Is anyone using stereo (not audio but vision) with PyOpenGL? I'm > >>> trying > >>> to using it, but I'm at a loss how to use it. If you have succeeded > >>> in > >>> it, would you let me know how (if possible, send the script) please? > >> > >> What hardware are you using for the stereoscopic vision? > >> > >> Take a look at stereo_zoe, which is a simple OpenGL rendering > >> engine adapted to show stereo graphics using Edimensional's LCD > >> glasses and top/bottom display mode. > >> > >> http://sourceforge.net/project/showfiles.php?group_id=110483&pac > >> kage_id=119667 > >> > >> -or- > >> http://www.sourceforge.net/project/pduel > >> > >> David Keeney > >> > >>> > >>> Actually, I have checked the archive of this mailing list and found > >>> that Jack Jansen had sent a similar question mail. > >>> http://sourceforge.net/mailarchive/message.php?msg_id=1579199 > >>> But no one seems to have responsed to it using this mailing list. > >>> > >>> I'm using Mac G4 (OS10.2.8, 866MHz-dual processors) and ATI RADEON > >>> graphics board. > >>> I can use stereo with C and OpenGL using a sample code. > >>> http://developer.apple.com/samplecode/GLUTStereo/GLUTStereo.html > >>> > >>> Thanks for any help. > >>> > >>> Yuichi > >>> > >>> > >>> > >>> ------------------------------------------------------- > >>> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > >>> Project Admins to receive an Apple iPod Mini FREE for your judgement > >>> on > >>> who ports your project to Linux PPC the best. Sponsored by IBM. > >>> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > >>> _______________________________________________ > >>> PyOpenGL Homepage > >>> http://pyopengl.sourceforge.net > >>> _______________________________________________ > >>> PyOpenGL-Users mailing list > >>> PyO...@li... > >>> https://lists.sourceforge.net/lists/listinfo/pyopengl-users > >>> > >> > >> > >> > > > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > > Project Admins to receive an Apple iPod Mini FREE for your judgement on > > who ports your project to Linux PPC the best. Sponsored by IBM. > > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > > _______________________________________________ > > PyOpenGL Homepage > > http://pyopengl.sourceforge.net > > _______________________________________________ > > PyOpenGL-Users mailing list > > PyO...@li... > > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > > > > > > ------------------------------------------------------- > 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://productguide.itmanagersjournal.com/ > > > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > -- dk...@tr... Pitcher's Duel -> pduel.sourceforge.net |
From: Yuichi S. <yu...@cs...> - 2004-11-30 16:27:40
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Hi. Finally, I have succeeded in using stereo with PyOpenGL (and VisionEgg library). http://www.visionegg.org/ Thanks so much for anyone who helped me. Thanks, Yuichi On 20 Sep 2004 at 11:35 AM, Yuichi Sakano wrote: > Hi. > > My previous mail seems to have lacked some information. Sorry. > > I'm using a pair of liquid crystal shutter glasses (closing the > shutters in front of the eyes alternately synchronizing with the CRT > refresh rate). So, I'd like to present the graphics for the left and > right eyes alternately synchronizing with the CRT refresh rate. > > Thanks, > Yuichi > > > On 18 Sep 2004 at 11:59 PM, David Keeney wrote: > >> On 17 Sep 2004 at 16:40, Yuichi Sakano wrote: >> >>> Hi. >>> >>> Is anyone using stereo (not audio but vision) with PyOpenGL? I'm >>> trying >>> to using it, but I'm at a loss how to use it. If you have succeeded >>> in >>> it, would you let me know how (if possible, send the script) please? >> >> What hardware are you using for the stereoscopic vision? >> >> Take a look at stereo_zoe, which is a simple OpenGL rendering >> engine adapted to show stereo graphics using Edimensional's LCD >> glasses and top/bottom display mode. >> >> http://sourceforge.net/project/showfiles.php?group_id=110483&pac >> kage_id=119667 >> >> -or- >> http://www.sourceforge.net/project/pduel >> >> David Keeney >> >>> >>> Actually, I have checked the archive of this mailing list and found >>> that Jack Jansen had sent a similar question mail. >>> http://sourceforge.net/mailarchive/message.php?msg_id=1579199 >>> But no one seems to have responsed to it using this mailing list. >>> >>> I'm using Mac G4 (OS10.2.8, 866MHz-dual processors) and ATI RADEON >>> graphics board. >>> I can use stereo with C and OpenGL using a sample code. >>> http://developer.apple.com/samplecode/GLUTStereo/GLUTStereo.html >>> >>> Thanks for any help. >>> >>> Yuichi >>> >>> >>> >>> ------------------------------------------------------- >>> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 >>> Project Admins to receive an Apple iPod Mini FREE for your judgement >>> on >>> who ports your project to Linux PPC the best. Sponsored by IBM. >>> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php >>> _______________________________________________ >>> PyOpenGL Homepage >>> http://pyopengl.sourceforge.net >>> _______________________________________________ >>> PyOpenGL-Users mailing list >>> PyO...@li... >>> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >>> >> >> >> > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > |