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From: Manuel T. <ma...@te...> - 2004-11-24 14:56:57
|
I have tried to compile pyopengl from CVS but it report me the follow error: gcc: src/interface/GL.ARB.matrix_palette.c: No existe el fichero o el directorio gcc: no hay ficheros de entrada error: command 'gcc' failed with exit status 1 Any suggestions ? Thanks! Soul ************************************************* ( sou...@te... ) |
From: altern <en...@al...> - 2004-11-22 22:43:25
|
Fred Burton wrote: > altern wrote: > >> hi >> >> i am doing a 2D engine with ortographic proyection. I need to >> implement alpha blend and also depth, so that the shapes can be drawn >> at different z depths but also that the ones on front get blended >> against the ones behind. I am getting problems to achive this as >> either they wont blend or they wont get drawn on the depth they should. >> > Heh, heh, heh... > > Ah... This problem ^_^ > > What happens is that if you draw a shape (transparent or not), it draws > into the z-buffer as well. > > With an opaque (non-transparent) object, this works fine, since it will > prevent a distant object from being drawn over a near object. > > With a transparent object, a near shape will prevent a far shape (that > fits entirely within it) from being drawn (if it's drawn after the near > shape), and so it will not "show through". > > You must draw the transparent objects in order, from back to front to > make sure that it works right. > > (or, in some cases you can fake it by disabling depth_mask for > transparent things, but it's not exactly the same (the case of a whole > bunch of mostly transparent things (alpha=0.1 maybe) works ok this way)) > > ---- > > Draw all the opaque shapes in any order first. > > Then sort the transparent shapes back to front. > > Then draw the transparent shapes in that order (back to front). > > ---- I had more or less understood it finally (i went to bed and next morning read the text over again with fresh head ). But your explanation has helped me to get a better understanding. I feel a bit lost in the middle of matrix, buffers and all this stuff so thanks very much for giving me a clear-easy to understand picture of the issue, i didnt het for example that the opaque shapes could be drawn in any order, i thought they all had to be drawn on order but the opaques before the alphas. -- enrike |
From: altern <en...@al...> - 2004-11-21 19:25:27
|
hi i am doing a 2D engine with ortographic proyection. I need to implement alpha blend and also depth, so that the shapes can be drawn at different z depths but also that the ones on front get blended against the ones behind. I am getting problems to achive this as either they wont blend or they wont get drawn on the depth they should. After checking out for the whole day and read the redbook and some online examples ... as far as i understand i need to play around with these parameters glEnable(GL_BLEND) glDepthMask (GL_FALSE) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #before i draw the alpha shapes, and this: glDepthMask (GL_TRUE) glDisable (GL_BLEND) #before the shapes with no alpha But still i doesnt work properly. Maybe i need to switch alpha on before drawing alpha shapes and as soon as they are drawn switch it off. i am not sure, i have done hundreds of tests today and i am really confused. can anyone point into some example or solution? thanks -- enrike |
From: soul <sou...@te...> - 2004-11-15 18:30:22
|
I have solved the "mouse view" problem with this function: void glutWarpPointer(int x, int y); This function set the mouse in the x,y positon and this other hide the cursor. glutSetCursor(GLUT_CURSOR_NONE) Using this i don't need use pygame,wxpython or pysdl. Thanks Mike! Soul ************************************************* ( sou...@te... ) |
From: prætor_alpha <pra...@ya...> - 2004-11-15 18:04:58
|
ok, im trying to set multisampling format inside the program. i have looked at the modules for wglpixelformatARB and got some code working, but only to a point. now my code goes like this: import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GL.ARB.multisample import * from OpenGL.WGL import * from OpenGL.WGL.ARB.multisample import * from OpenGL.WGL.ARB.pixel_format import * <about 500 lines of code> # some data brought in from the registry # Fetch= ((size), fullscreen, bits, depth bits, multisample samples) Fetch=((800, 600), 1, 32, 32, 6) pygame.init() if Fetch[4]>0: pygame.display.set_mode(Fetch[0], OPENGL|DOUBLEBUF|FULLSCREEN, Fetch[2]) ppfd=[WGL_SAMPLES_ARB, Fetch[4], WGL_SAMPLE_BUFFERS_ARB, GL_TRUE, WGL_DEPTH_BITS_ARB, Fetch[3], WGL_RED_BITS_ARB, 8, WGL_GREEN_BITS_ARB, 8, WGL_BLUE_BITS_ARB, 8, WGL_ALPHA_BITS_ARB, 8, 0] pfdclass=PIXELFORMATDESCRIPTOR() pfdclass.__repr__() for set in range(0, len(ppfd)-1, 2): pfdclass.__setattr__(ppfd[set], ppfd[set+1]) PIXELFORMATDESCRIPTORPtr(ppfd) hdc=wglGetCurrentDC() ipf=ChoosePixelFormat(hdc, pfdclass.this) DescribePixelFormat(hdc, ipf, 0, pfdclass.this) SetPixelFormat(hdc, ipf, pfdclass.this) pygame.quit() pygame.init() pygame.display.init() if Fetch[1]: pygame.display.set_mode(Fetch[0], OPENGL|DOUBLEBUF|FULLSCREEN, Fetch[2]) else: pygame.display.set_mode(Fetch[0], OPENGL|DOUBLEBUF, Fetch[2]) <some more code> and i get: Traceback (most recent call last): File "3dproject.py", line 523, in ? SetPixelFormat(hdc, ipf, pfdclass.this) WindowsError: [Errno 2000] The pixel format is invalid. any help, please?? __________________________________ Do you Yahoo!? Check out the new Yahoo! Front Page. www.yahoo.com |
From: Mike C. F. <mcf...@ro...> - 2004-11-11 21:47:11
|
soul wrote: ... >I mean "moving cursor to the center of the window" :-P. Sorry! My is not >very good. I'm trying to implement a mouse view like 3th person games >and i need to hold mouse in center of my application window to do >this. > >I know how to get mouse position using GLUT but i don't know how to set >mouse coords. Can you explain me? > > I think you are probably looking for something like what you see in this: *set_visible * pygame.mouse.set_visible(bool) -> bool Shows or hides the mouse cursor. This will return the previous visible state of the mouse cursor. Note that when the cursor is hidden and the application has grabbed the input. pygame will force the mouse to stay in the center of the screen. Since the mouse is hidden it won't matter that it's not moving, but it will keep the mouse from the edges of the screen so the relative mouse position will always be true. which seems tailor-made for what I gather you're trying to do (i.e. create a Quake/Doom style navigation mechanism, where you draw something in the center of the screen and pretend that's the mouse cursor, and moving the mouse moves the head of the avatar to change what you're looking at). Don't know of a similar mechanism under wxPython or GLUT, but I'd guess *someone* has written them at some point. HTH, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: soul <sou...@te...> - 2004-11-11 21:02:35
|
El jue, 11-11-2004 a las 14:02 -0500, Mike C. Fletcher escribi=F3: > Not really sure what you're trying to do, whether you mean "moving the=20 > mouse cursor to the center of the window", which is often called=20 > "warping" the pointer, or whether you mean you want access to the mouse=20 > position in your window. Both are functions of the GUI library you use=20 > (i.e. PyGame, GLUT, Tkinter, FxPy or wxPython). >=20 I mean "moving cursor to the center of the window" :-P. Sorry! My is not very good. I'm trying to implement a mouse view like 3th person games and i need to hold mouse in center of my application window to do this.=20 I know how to get mouse position using GLUT but i don't know how to set mouse coords. Can you explain me? =20 Thanks Soul Soul ************************************************* ( sou...@te... ) |
From: Mike C. F. <mcf...@ro...> - 2004-11-11 19:03:01
|
soul wrote: >Hi! I'm creating a simple 3D engine using pyopengl. At firt time, i >developing camera movement and I have found with these problems. > >- To implement mouse view, i must put mouse position in the middle of my >aplicación windows and i don't know how to do it? Maybe using pySDL ? I >don't know > > Not really sure what you're trying to do, whether you mean "moving the mouse cursor to the center of the window", which is often called "warping" the pointer, or whether you mean you want access to the mouse position in your window. Both are functions of the GUI library you use (i.e. PyGame, GLUT, Tkinter, FxPy or wxPython). >- How can i put a pyopengl window in a wxpython aplication ? > > There is a wxGLCanvas class which provides a fairly generic OpenGL canvas. You can see such a canvas in the wxPython demo, as well as in OpenGLContext's wxcontext.py module. >- There are some way to solve the "fedora core 2/glut functions like >glutKeyboardUpFunc" problem ? or i must wait fot next version on >pyopengl ? > > You'll have to wait for the next release or use the CVS repository and rebuild the wrappers with swig 1.3.13. I'll be trying to get enough time to do a release this upcoming weekend. BTW, you might want to check out some of the other simple Python 3D scenegraph engines, such as Zoe or SPyRE, you can find links to them here: http://www.vrplumber.com/py3d.py?category=retained and consider using them as a starting point (keeping in mind that those two are LGPL-licensed). Have fun, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: <sn...@so...> - 2004-11-11 06:32:04
|
Hi list, I am writing a game and I'm slightly unsure about whether to register my main game loop with the 'glutDisplayFunc,' 'glutIdleFunc,' or both. Of course, I've got to have the display one somewhere, but should I register the same function for both callbacks, or split my main loop into game logic and rendering? That last option seems sometimes to make more sense, sometimes alot less sense... I must admit I have never written games on a low enough level to be concerned with interactions between the window and the windowing-system. What is the best way to do this? Amos |
From: Tom D. <td...@yo...> - 2004-11-08 22:58:05
|
soul wrote: > Hi! I'm creating a simple 3D engine using pyopengl. At firt time, i > developing camera movement and I have found with these problems. > > - To implement mouse view, i must put mouse position in the middle of my > aplicación windows and i don't know how to do it? Maybe using pySDL ? I > don't know pygame is built on top of SDL and up to date. > > - How can i put a pyopengl window in a wxpython aplication ? An example... "Use wxPython/OpenGL to draw a sphere" http://aspn.activestate.com/ASPN/Cookbook/Python/Recipe/325392 > > - There are some way to solve the "fedora core 2/glut functions like > glutKeyboardUpFunc" problem ? or i must wait fot next version on > pyopengl ? > Don't know, but if you're working with wx and/or pygame, they provide access to the mouse. |
From: soul <sou...@te...> - 2004-11-08 22:29:13
|
Hi! I'm creating a simple 3D engine using pyopengl. At firt time, i developing camera movement and I have found with these problems.=20 - To implement mouse view, i must put mouse position in the middle of my aplicaci=F3n windows and i don't know how to do it? Maybe using pySDL ? I don't know - How can i put a pyopengl window in a wxpython aplication ? - There are some way to solve the "fedora core 2/glut functions like glutKeyboardUpFunc" problem ? or i must wait fot next version on pyopengl ? Thanks a lot! Soul =20 |
From: Mike C. F. <mcf...@ro...> - 2004-11-08 00:06:12
|
Fabian Kloosterman wrote: >Hello, > >I would like to use PyOpenGL for a scientific data analysis / >visualization project that I am planning to start soon. I noticed that >the PyOpenGL binding is written for Numeric. However, for my project I >prefer to use numarray. Are there any plans for PyOpenGL to migrate to >numarray? What would be required to convert Numeric specific code to >numarray code? > > I honestly don't know what's involved, not having delved into Numarray's API. Converting to Numarray is pretty far down on my list of PyOpenGL todos... far enough that it's not likely to get done in the next 4-6 months, anyway (wrapping the 184 missing extensions, moving to a modern SWIG, and adding OpenGL 1.5 and/or 2.0 support is *far* higher on the list). Most of the Numpy-specific code is localised in a utility library which is linked to each PyOpenGL PYD extension module. There are some places where that idea is violated to provide custom wrappers for individual functions, but for the most part it's true. Enjoy yourself, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Mike C. F. <mcf...@ro...> - 2004-11-07 23:29:14
|
This is caused by the use of FreeGLUT in Fedora Core 2. FreeGLUT does not define the GLUT_XLIB_IMPLEMENTATION constant that PyOpenGL's GLUT wrapper uses to determine GLUT version. As a result PyOpenGL builds for a version of GLUT that roughly corresponds to the very first GLUT version ever written. I've checked in changes that work around this in the CVS repository, as well as providing wrappers for the FreeGLUT extensions to the GLUT API. Should appear in the next PyOpenGL release. HTH, Mike soul wrote: >I have a problem in pyOpenGL.I'm programing in Linux Fedora Core 2 and I > > ... >If I use the functions glutKeyboardUpFunc , I retrieve this error: > > ... >>NameError: global name 'glutKeyboardUpFunc' is not definedç >> >> ... ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Fabian K. <fk...@MI...> - 2004-11-06 06:49:06
|
Hello, I would like to use PyOpenGL for a scientific data analysis / visualization project that I am planning to start soon. I noticed that the PyOpenGL binding is written for Numeric. However, for my project I prefer to use numarray. Are there any plans for PyOpenGL to migrate to numarray? What would be required to convert Numeric specific code to numarray code? Thanks, Fabian Kloosterman |
From: <sn...@so...> - 2004-11-06 00:12:35
|
I found the problem: freeglut doesn't define GLUT_XLIB_IMPLEMENTATION, at all: /* * The freeglut and GLUT API versions */ #define FREEGLUT 1 #define GLUT_API_VERSION 4 #define FREEGLUT_VERSION_2_0 1 I've tried to to track through PyOpenGL's code to see where I could insert an or statement that would allow for compilation with freeglut, but I can't seem to find the exact spot - so I took the easy way out and added the line #define GLUT_XLIB_IMPLEMENTATION 13 to freeglut_std.h (from which the above code comes), recompiled PyOpenGL, and everything works fine. I'm kinda new to this whole scene, is this a freeglut bug or a pyopengl bug? or is it not a bug it all, and should I email someone about it? Thanks for all your help. Amos Joshua |
From: Mike C. F. <mcf...@ro...> - 2004-11-05 04:42:47
|
Check your API version for GLUT, glutKeyboardUpFunc is only defined if your GLUT API version is at least 13. Don't really have time this evening to track down what version of GLUT that shows up in (or FreeGLUT/OpenGLUT, which is probably what you're using on FC2). from OpenGL import GLUT print GLUT.__api_version__ if __api_version__ is < 13, then there's probably a problem with how the GLUT module is getting built (assuming, of course, that Free/OpenGLUT has that part of the GLUT API). This may require tweaking how the GLUT #if statements divide up the .i file. BTW, glutKeyboardUpFunc is definitely there with GLUT 3.7.6 on Win32 using PyOpenGL 2.0.1.09 BTW2, you may find my new set of links to Python 3D resources helpful when writing your game engine ( http://www.vrplumber.com/py3d.py?category=game ). There are actually quite a few engines around these days, though only one or two of them are written directly in Python. Good luck, Mike sn...@so... wrote: > Hi list, I'm having a silly problem: I cannot find glutKeyboardUpFunc. > I've picked up an old project (python game engine), but I get an error > when I try to run it, telling me that "global name > 'glutKeyboardUpFunc' is not defined." > A simple dir(OpenGL.GLUT) revealed that glutKeyboardUpFunc really > isn't defined, it's not there at all (glutKeyboardFunc is, though). > A search for "pyopengl glutkeyboardupfunc" yielded no useful results > on google. > I feel kind of stupid, what am I missing here? > I'm using pyopengl 2.0.1.09 and python 2.3 on fedora core 2 > > oh, BTW, if anyone is interested in working on a game engine in > python, help is always welcome! (I've already got a wicked sound > module based on my own port of FMOD) ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: <sn...@so...> - 2004-11-05 03:53:44
|
Hi list, I'm having a silly problem: I cannot find glutKeyboardUpFunc. I've picked up an old project (python game engine), but I get an error when I try to run it, telling me that "global name 'glutKeyboardUpFunc' is not defined." A simple dir(OpenGL.GLUT) revealed that glutKeyboardUpFunc really isn't defined, it's not there at all (glutKeyboardFunc is, though). A search for "pyopengl glutkeyboardupfunc" yielded no useful results on google. I feel kind of stupid, what am I missing here? I'm using pyopengl 2.0.1.09 and python 2.3 on fedora core 2 oh, BTW, if anyone is interested in working on a game engine in python, help is always welcome! (I've already got a wicked sound module based on my own port of FMOD) |
From: fulko <vw...@fv...> - 2004-10-31 14:14:30
|
Hello, I would like to use the imaging subset. Right now if I try to use glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO) it results in NameError: global name 'GL_CONSTANT_COLOR' is not defined How do I correct that? I built Opengl from pyopengl_2.0.1.08.orig.tar.gz and run it on Debian Testing with Python 2.3 Thanks, Fulko |
From: Mike C. F. <mcf...@ro...> - 2004-10-31 08:37:35
|
I've put together a collection of links to Python 3D projects: http://www.vrplumber.com/py3d.py at the moment I only have 36 projects listed. I *know* there are more out there, but tracking them all down myself is rather time-consuming. So, if you have, or know of a project that isn't included in the list, please send me an email about it. Have fun, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: <bh...@we...> - 2004-10-30 21:50:42
|
Hello, I get: >python Python 2.4b1 (#1, Oct 18 2004, 20:21:30) [GCC 3.4.2] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> import OpenGL >>> print OpenGL.__version__ 2.0.1.09 >>> import OpenGL.Tk Segmentation fault (core dumped) "gdb python core" gives ... #0 0x40d0410e in Togl_Init (interp=0x80fbeb8) at src/Togl-1.6/togl.c:722 722 Tcl_GetVersion(&major,&minor,&patchLevel,&releaseType); This is a SuSE Linux 9.0 version with lots of patches. Regards Berthold -- bh...@we... / http://starship.python.net/crew/bhoel/ |
From: Mike C. F. <mcf...@ro...> - 2004-10-29 07:07:34
|
danu kusmana wrote: ... >2. I think the setup.py from PyOpenGL only looking for >the libray for GLUT and X11 in the /usr/lib directory. >I don't know is it only happened in Mandrake 10.0? > > What directory is appropriate for Mandrake 10.0? We can certainly add other (standard/common) locations to the list in config/linux.cfg if they are needed for Mandrake. Have fun, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: danu k. <dan...@ya...> - 2004-10-29 06:59:28
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Finalllyyyyyyy... 1. I dont understand why the developer of GLUT (until the latest version: 3.7) still reffering to the libMesaGL* where in the Mesa website already stated that they dont use that library anymore. Lots of changes in Makefile in glut source have to be done. 2. I think the setup.py from PyOpenGL only looking for the libray for GLUT and X11 in the /usr/lib directory. I don't know is it only happened in Mandrake 10.0? even though it is dont have any relation to the PyOpenGL but when I try to install PIL and SDL_ttf it always breaks when it try to link to freetype.h. I erase all the line between #ifndef FT_FREETYPE_H to #endif that stated the ft2build.h hasn't been build. The result it works! I don't understand why in the first place they have to put those line anyway... DUH danu __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail |
From: danu k. <dan...@ya...> - 2004-10-28 16:13:11
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Im using Python 2.3.4 and Mandrake linux 10.0. I don't know whats wrong when Im trying to install the PyOpengl-2.0.1.08. I got the message: gcc -pthread -shared build/temp.linux-i686-2.3/src/interface/GLUT.o -L/usr/lib -L/usr/local/lib -L/usr/X11/lib -L/usr/X11R6/lib -Lbuild/temp.linux-i686-2.3 -lGL -lX11 -lXext -lGLU -lglut -lXi -lXmu -linterface_util -o build/lib.linux-i686-2.3/OpenGL/GLUT.so /usr/bin/ld: cannot find -lglut collect2: ld returned 1 exit status error: command 'gcc' failed with exit status 1 I suspect it have something to do with the glut. Then I tried to install glut-3.6 but problem arise again It require libMesaGLU.so.3. I install the Mesa-6.2 everything ok. But the libMesaGLU still doesnt exist. In the website it state that the packet doesnt include the libMesaGLU anymore. but instead they use another packed oss-openglu-20000925..rpm. But the packet failed also to install becuse it require libstdc++-libc6-1-1.so.2. I updated the gcc from 3.3.2 to 3.4.2 but the library required still doenst exist. What should I do to fix all this problems???? Thanx danu __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail |
From: Jo V. <jo...@lu...> - 2004-10-25 15:13:49
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Op ma, 25-10-2004 te 11:47 +1000, schreef Tom Dossis: > Probably worth checking that pyqt works at all (without gl), and for > that matter, that any qt applications work - try some of the qt > examples. You should also try a gl app. (e.g. glxgears). > > Then you can work out if it's a GL, Qt or PyQt issue. Mmmm, after apt-getting the qt-examples, it works. This package had a dependency on qt development files which weren't installed apparantly. Oops! Thanks for your time. Kind regards, -- Jo Vermeulen <jo...@lu...> |
From: altern <en...@al...> - 2004-10-25 08:29:31
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hi dave >>the only thing i changed is that i was actually creating the q = >>gluNewQuadric() as a to reuse it so that i dont do it everytime i create a >>circle. Now i put it into the drawing function and there is no problem. I >>guess osx didnt like to reuse the object and needs to create one new every >>time. > > > OSX's OpenGL implementation requires a GL context to exist before you can > create a quadric; this also applies to Linux & probably other Unixes, > Windows happens to be different and lets you create a quadric any time. > > So, if you move your gluNewQuadric() call to happen _after_ you've opened > a window (for instance, after calling glutCreateWindow), then it should be > fine, and you'll only need to create it once. great. now it does makes sense. thanks > -- > Dave Pape Assistant Professor > dav...@ac... Department of Media Study > http://resumbrae.com/ University at Buffalo > -- enrike |