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From: Ian K. <Ian...@rm...> - 2004-10-13 13:34:15
|
I am playing around with lesson6.py in the demo files (ported to PyOpenGL 2.0 by Tarn Weiser Burton, original source C based turtorial at nehe.gamedev.net). When I replace the "NeHe.bmp" file with other bmp files (of similar size) I get the following error: File "lesson6.py", line 76, in LoadTextures glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) OpenGL.GL.GLerror: [Errno 1281] invalid value >Exit code: 1 I have checked the manpages for glTexImage2D for the error INVALID_VALUE (I believe this is correct), but I am unable to figure out the source of the error. Has anyone else seen this problem ? Do I need to perform some error checks on the bmp format prior to calling glTexImage2D ? I am new to Opengl. An extract from the source code (lesson6.py is below) Thanks Ian Krepps Ian...@rm... def LoadTextures(): #global texture image = open("NeHe.bmp") ix = image.size[0] iy = image.size[1] image = image.tostring("raw", "RGBX", 0, -1) # Create Texture glBindTexture(GL_TEXTURE_2D, glGenTextures(1)) # 2d texture (x and y size) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) |
From: andrei s. <sta...@cy...> - 2004-10-10 04:27:40
|
Hi. I am new to OpenGL and PyOpenGL and am looking for a way to build an interactive Python command-line driven STL viewer. STL, or stereolithography data files, are composed of a sequence of triangular face definitions (vertices and normals). For example, I want to control (interactively) which portion of the Faces/Normals arrays are visible by the GLdisplay() function. glutMainLoop() when called from mymain.main() hangs the interpreter. Exiting from the GL window, also results in an interrupt of a Python session. is there a way around this? I think the same question is this: Can glutMainLoop() be made reentrant. It appears that glutMainLoopEvent() from the freeglut library will allow me to do what I want. However my version of PyOpenGL lacks a binding to this function. (i have PyOpenGL-2.0.1.08) If there is a solution, I would appreciate some sample code. Thanks. -andrei starobin |
From: fulko <vw...@fv...> - 2004-10-09 06:57:25
|
Hello, Can someone explain how to render a 2D filled font using fonttools as done in OpenGLContext? It should be something like read the font, extract the glyph's features, tessellate the glyphs, and render the font. I only don't know which modules/methods to use. Thanks, Fulko |
From: Mike C. F. <mcf...@ro...> - 2004-10-08 10:13:04
|
Gee I'm beginning to sound repetitive today... OpenGLContext has code for rendering 3D fonts using TrueType font outlines extracted directly from .ttf files using FontTools and TTFQuery. This works on Linux and Windows (should work anywhere, since there's no system dependencies other than the code for *finding* system .ttf files). It could use a better algorithm for choosing a *default* font (it will often choose a font that doesn't have any of the ASCII glyphs when on Linux). That shouldn't be a problem if you have a *particular* font you intend to use. You can also use PyGame anti-aliased bitmap fonts. Again, demo code in OpenGLContext. wxPython can be used for aliased fonts... and again, where to go for demo code... :) Good luck, Mike fulko wrote: >Hello, > >I would like to use better fonts than those included in glut. There >are some OpenGL font projects, like gltt, ftgl, glf, glfont, etc. >Unfortunately, none of them has a Python interface. Does anyone know >a way to render fonts under PyOpenGL working on Linux/Unix (preferably >working on Windows too). > >Thanks, >Fulko > >P.S. I tried to use SWIG with ftgl: no success at all > > ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: fulko <vw...@fv...> - 2004-10-08 05:51:30
|
Hello, I would like to use better fonts than those included in glut. There are some OpenGL font projects, like gltt, ftgl, glf, glfont, etc. Unfortunately, none of them has a Python interface. Does anyone know a way to render fonts under PyOpenGL working on Linux/Unix (preferably working on Windows too). Thanks, Fulko P.S. I tried to use SWIG with ftgl: no success at all |
From: Mike C. F. <mcf...@ro...> - 2004-10-07 21:57:57
|
Best (only) wxPython demo I have is OpenGLContext's wx_with_controls test/demo, that just uses a button to alter the OpenGLContext timer (which in turn is altering the scenegraph). Andre Meyer has a more involved version of that demo, but I don't know if he's making that available publically or whether it's a proprietary thing. Good luck, Mike Ian Krepps wrote: >I am using pyopengl to produce a map browser with pan and zoom functionality. I am new to both openegl and wxpython and would appreciate any links to some demo code using wxGLCanvas. I haved looked at the wxptyhon demo with opengl (cube and cone) but found it difficult to follow. So far I have written a simple opengl application using glut. At this point I would like to migrate in to wxPython. Any examples would be appreciated. > >Thanks > >Ian Krepps > > ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Mike C. F. <mcf...@ro...> - 2004-10-07 21:37:38
|
OpenGLContext has most of the code you're likely to be interested in, look at SelectRenderPass in the renderpass.py module. That's part of a very generic framework, so isn't a stand-alone demo, but as a result, what you see there is basically *just* what you need to do to accomplish a selection render pass. Afraid that's the only demo I have to hand that uses GL_SELECT mode. Good luck, Mike Lothar Birk wrote: >Hi everybody, > >I try to get picking to work in my little pythonic 3D viewer. Can >somebody point me to a working example using generic OpenGL calls. I >looked at some but they are based on togl and the real picking is buried >somewhere. I would like to use the OpenGL name stack. > >Any help appreciated. >Lothar > > ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Lothar B. <lb...@un...> - 2004-10-07 21:19:04
|
Hi everybody, I try to get picking to work in my little pythonic 3D viewer. Can somebody point me to a working example using generic OpenGL calls. I looked at some but they are based on togl and the real picking is buried somewhere. I would like to use the OpenGL name stack. Any help appreciated. Lothar -- Lothar Birk -- School of Naval Architecture and Marine Engineering Associate Professor, phone (504) 280 6183, fax (504) 280 5542 College of Engineering, University of New Orleans 2000 Lakeshore Dr., New Orleans, LA 70148, USA |
From: Ian K. <Ian...@rm...> - 2004-10-07 17:46:47
|
I am using pyopengl to produce a map browser with pan and zoom functionality. I am new to both openegl and wxpython and would appreciate any links to some demo code using wxGLCanvas. I haved looked at the wxptyhon demo with opengl (cube and cone) but found it difficult to follow. So far I have written a simple opengl application using glut. At this point I would like to migrate in to wxPython. Any examples would be appreciated. Thanks Ian Krepps |
From: Gary H. <gh...@is...> - 2004-10-05 09:23:58
|
I'm writing an application that has need for a 2D convolution, and so hoped to use the function glSeparableFilter2DEXT from the module OpenGL.GL.EXT.convolution. However, when I call glSeparableFilter2DEXT, I get the following error message which I'd like to understand: OpenGL.GL.GLerror: [Errno (1282,)] Dynamic function loading not implemented/supported on this platform I believe I get this because the OpenGL library does not implement the convolution extension (neither GL_EXT_convolution nor GL_ARB_imaging string appear in the GL_EXTENSIONS list), but I keep tripping over my hazy understanding of OpenGL version, PyOpenGL version, and various extension. Two questions I hope someone can answer: 1. What does the above error mean? 2. How do these facts fit together: The various filter/convolution operations seem to be defined in the GL_EXT_convolution extension (True?), but later these and other extensions appear to be under an umbrella-like extension GL_ARB_imaging (True?), and in a later version of the OpenGL spec, these operations migrated into the OpenGL core (True?), but as an optional feature (True?). Can I tell if a particular implementation (of OpenGL version 1.4 in my case) provides this function in the core or not by looking at the GL_EXTENSIONS string? If it does provide SeparableFilter2D, can PyOpenGL call it or will I trip over a version mismatch since PyOpenGL supports only up to OpenGL version 1.1? 3. Is it really possible that a several-month-old top-of-the-line graphics card does not support simple convolutions? Sorry for the long question 2, but I would dearly like to clear up my hazy understanding here. System facts: Windows XP Python 2.3, PyOpenGL 2.0.1.07 OpenGL facts: GL_RENDERER: RADEON 9800 Pro x86/SSE2 GL_VERSION: 1.4.4103 WinXP Release Thanks, Gary Herron |
From: Richard J. <ric...@op...> - 2004-10-03 06:01:51
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 The 48-Hour Game Programming Competition is a "mostly from scratch", timed, solo coding challenge where all willing game developers spend their allowed time making the best game they can under a common theme. Competition Date: October 15th (Friday) to October 17th (Sunday), 2004 Competition Time: 9:00PM EST (GMT-5) to 9:00PM EST (GMT-5) Teams: individual entry only http://www.mechanicalcat.net/tech/ld48 Sign up & join the fun :) Richard -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBX5V7rGisBEHG6TARAm8LAJ4xU+9uKCs1ezg8WoBvEgPUKiv4PwCfZZFt K7eW4biNRLmfQzps8dFppH8= =yBRV -----END PGP SIGNATURE----- |
From: Andre M. <a....@hc...> - 2004-10-02 09:58:02
|
Hi all After experimenting with PyOpenGL and OpenGLContext on Windows I want to go back to my Fedora Core 2 installation for the real work ;-) Unfortunately, the installation of PyOpenGL for Fedora is not as straightforward as it might. Is there an RPM that takes care of the details? What about GLUT? thanks a lot Andre |
From: Mike C. F. <mcf...@ro...> - 2004-10-01 00:47:00
|
Choosing either of Photoshop or the GIMP should be fine (depending on budget). I don't know of many image manipulation programs that can't handle arbitrarily-sized images. Enjoy yourself, Mike prætor_alpha wrote: > does anyone know of a program or python module that can make textures > for use in PyOpenGL? > > im looking for something that can make AT LEAST 512x512 size textures. > not dinky 128x128 or 256x256. > > Thanks! > > ------------------------------------------------------------------------ ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: prætor_alpha <pra...@ya...> - 2004-10-01 00:36:59
|
does anyone know of a program or python module that can make textures for use in PyOpenGL? im looking for something that can make AT LEAST 512x512 size textures. not dinky 128x128 or 256x256. Thanks! --------------------------------- Do you Yahoo!? Yahoo! Mail - 50x more storage than other providers! |
From: SourceForge.net <no...@so...> - 2004-09-29 22:02:29
|
Feature Requests item #458589, was opened at 2001-09-05 01:47 Message generated for change (Comment added) made by madact You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=458589&group_id=5988 Category: new module Group: v2.1 Status: Open Resolution: None Priority: 3 Submitted By: Mike C. Fletcher (mcfletch) Assigned to: Tarn Weisner Burton (twburton) Summary: Real Time Shadow Library Initial Comment: A wrapper for a library similar to http://reality.sgi.com/mjk/tips/rts/ would be very cool. I'm guessing there are better libraries somewhere, but I haven't found them with some preliminary searching. ---------------------------------------------------------------------- Comment By: Yuri Vilmanis (madact) Date: 2004-09-29 13:03 Message: Logged In: YES user_id=846917 Please do... this is something (most) free engines & scenegraphs dont even have. BTW, the link is dead - was this lib shadow maps or stencil buffer? ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2001-09-05 21:32 Message: Logged In: YES user_id=34901 Let's ask Mark for a clarification of the license, my reading is that it's fine, but we'll make sure before we go ahead with it. ---------------------------------------------------------------------- Comment By: Tarn Weisner Burton (twburton) Date: 2001-09-05 01:58 Message: Logged In: YES user_id=21784 This was already done back in 2.0a2, and killed in 2.0a3. I killed it because I wasn't sure about the license. It has the same license as GLUT. Do you me want to resurrect it? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=458589&group_id=5988 |
From: fulko <vw...@fv...> - 2004-09-25 07:00:59
|
Hello, I often use GL within GTK. Gtkgl died quietly, and now I have to choose between gtkglext or gtkglarea. Gtkglext can be used as almost a drop-in replacement, but gtkglarea seems to have some promising features too. Can someone explain the differences and what is important for choosing one. Thanks, Fulko |
From: Y S <yur...@ho...> - 2004-09-24 22:50:20
|
This looks really nice. Thank you Shane. When I get around to it, I'll glance at the tessellations. -Yury _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Mike C. F. <mcf...@ro...> - 2004-09-24 17:30:54
|
Well, I wrote it, so I'm biased ;) , but I normally use VRML97 and load it with OpenGLContext. Under the covers the various OpenGLContext scenegraph nodes are creating (normally array-based) representations of the loaded geometry in very OpenGL-friendly formats. VRML97 can be generated by quite a considerable number of modelers, including the free (but very-weird if you're an old AutoCAD/3DS/3DSMax/Maya modeler like me) Blender. You could quite conceivably rip the parsing + pre-rendering-processing code out of OpenGLContext if you want to import into your own scenegraph model (it's all BSD-licensed). 3DS files, btw, are often exportable from other modelers, 3DSMax is just about as foreign to 3DS as any other modeler. I believe there may be some Quake-style map importers, but I've long since lost track of those projects. I believe the University of Waterloo computer graphics course has a .obj to PyOpenGL importer kicking about somewhere, but I don't think they've released the source code. Good luck, Mike Y S wrote: ... > If anyone has any suggestions about a good way to import 3D models to > use in Python with PyOpenGL, I would appreciate the feedback. Thank you. ... ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Shane H. (IEEE) <sha...@ie...> - 2004-09-24 17:14:17
|
Yury, I haven't gotten a chance to wrap 3DS files, but I do have a good start on loading the geometry from Lightwave Object 5.0 files and Wavefront OBJ files. They're covered by a BSD style license, so you should be able to use them wherever you want. Right now, I have a tessellation problem for large polygons; I simply haven't had the time to update the code to use the GLU tessellator objects. Also included in our toolbag is a triangle stripification algorithm. See if you like it. http://techgame.net/projects/Runeblade/browser/trunk/RBRapier/RBRapier/Formats/ http://techgame.net/projects/Runeblade/browser/trunk/RBRapier/RBRapier/Tools/Geometry/Analysis/ Hope that helps you (and maybe some others!) I'd love patches, too, if you have time to create them. Thanks, -Shane Y S wrote: > Hello, > > I am a long time programmer, but just recently started working with > PyOpenGL. I am designing an isometric 3D (true rendered 3D) game. I ran > into a road block and would like some suggestions. I need to import 3D > models from files and render them. I have had very limited success. I > did some research and found several utilities. A small 3DS loader, but I > do not really want to use 3DS files as I am not a huge fan of 3D Studio > Max. In addition, I had trouble getting it to work. I also found > PyCal3D, but apparently that's been dead for a while. I managed to grab > a copy of the source from archive.org, but I would prefer to use > something that is still being developed or completed, rather than dead > in early alpha. > > If anyone has any suggestions about a good way to import 3D models to > use in Python with PyOpenGL, I would appreciate the feedback. Thank you. > > -Yury > > P.S. Is PyCal3D really dead? If so, why? I did an extensive search, but > found nothing. |
From: Y S <yur...@ho...> - 2004-09-24 08:46:11
|
Hello, I am a long time programmer, but just recently started working with PyOpenGL. I am designing an isometric 3D (true rendered 3D) game. I ran into a road block and would like some suggestions. I need to import 3D models from files and render them. I have had very limited success. I did some research and found several utilities. A small 3DS loader, but I do not really want to use 3DS files as I am not a huge fan of 3D Studio Max. In addition, I had trouble getting it to work. I also found PyCal3D, but apparently that's been dead for a while. I managed to grab a copy of the source from archive.org, but I would prefer to use something that is still being developed or completed, rather than dead in early alpha. If anyone has any suggestions about a good way to import 3D models to use in Python with PyOpenGL, I would appreciate the feedback. Thank you. -Yury P.S. Is PyCal3D really dead? If so, why? I did an extensive search, but found nothing. _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Mike C. F. <mcf...@ro...> - 2004-09-21 12:16:44
|
If you're looking for something simple-to-program, you'll likely want to go with one of the scenegraph-based systems, rather than raw OpenGL. OpenGLContext has a demo wherein a rotating cube is stopped/started by clicking on a wxPython button. With something like OpenGLContext, you create a (VRML97 for OpenGLContext) scene with your 3D modeler, giving each car/cone a DEF name in your modeler that you then access from your simulation code to get pointers to the Transform nodes. Setting someTransform.translation and someTransform.rotation then lets you move/rotate individual cars. Depending on how you want to drive the animation, you can either use an internal timer (i.e. one provided by the scenegraph library) or just drive the animation(s) from a wxPython one. The wx_with_controls.py sample mentioned uses a scenegraph timer (they tend to be more flexible, offering speed control, start/stop/reverse and the like), but if you know wxPython already it shouldn't be too hard to translate that to wxPython operations. To give you an idea, this is what the sample is doing to get it's (very basic) animation: def OnTimerFraction( self, event ): """Update our rotation from the timer event""" self.sg.children[0].rotation = ( 0,1,0,event.fraction()* 3.14149*2 ) def OnButtonPause( self, event ): """Handle the wxPython event from our button""" if self.rotating: self.time.pause() else: self.time.resume() self.rotating = not self.rotating the events that come in are scenegraph events, not wxPython events there. In the first method, a particular node in the scenegraph is rotated about the 0,1,0 axis, with its rotation as a function of the fraction() of the time-cycle represented by the event. The OnButtonPause method is taking a wxPython event and using it to modify the Timer (i.e. pause/resume it). The scenegraph engine takes care of scheduling redraws when the scenegraph is changed. The same basic idea works for any scenegraph engine, such as Pivy, Vpython, or the like, though I don't know of any others which are able to run under wxPython. If that isn't a hard requirement, your choice of scenegraph platforms expands significantly. Note: if you're intending to use multiple windows, wxPython likely isn't a good choice ATM, as it has a bug that makes multiple window interactions nonfunctional. My personal recommendation for something this small would probably be Vpython, which is targeted at those looking to create simple educational simulations. Oh, I realise this is a long shot, but if your goal is court rendering, be very careful and read a lot, there's quite a few non-intuitive rules surrounding that stuff. If you really do want to program "to the metal" in raw OpenGL, then expect to be storing a model of your system somewhere (i.e. position/location for each thing), and during rendering of each frame, use that model to control the creation of the transformation matrix for each object (and be sure to push/pop the matrix stack for each object). That's what the scenegraph is doing for you under the covers, of course. Enjoy yourself, Mike AP Meyer wrote: > Dear PyOpenGL users > > For a simulation project I would like to use the wxPython GLCanvas for > animated visualisation. ... ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: AP M. <a.p...@fe...> - 2004-09-21 09:00:00
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Dear PyOpenGL users For a simulation project I would like to use the wxPython GLCanvas for animated visualisation. To start with, I have a wxPython frame with some cone and cube that can be rotated on user interaction. For teh simulation, however, I need to move objects around in an environment (imagine cars riding on streets). Would somebody from one of these lists be so kind as to direct me to example code for creating and moving objects in a GLCanvas, please? What I imagine to see in my visualisation are moving blocks (cars) inside transparent spheres, with transparent cones attached (representing the view field) and arrows (for direction and speed). The goal is to demonstrate how cars navigate to avoid traffic jams and accidents. The attached image of a first Tkinter 2D version gives an impression (and motivation to go for something nicer...). Thanks for your support Andre -- ------------------------------------------------------------------------------ The disclaimer that applies to e-mail from TNO Physics and Electronics Laboratory can be found on: http://www.tno.nl/disclaimer/email.html ------------------------------------------------------------------------------ |
From: SourceForge.net <no...@so...> - 2004-09-21 08:34:22
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Feature Requests item #661691, was opened at 2003-01-03 16:54 Message generated for change (Comment added) made by drapmeyer You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 Category: GL Group: v2.2 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL is at 1.4 Initial Comment: Currently, OpenGL is at version 1.4. It sure would be nice to access the new features from withion Python. ---------------------------------------------------------------------- Comment By: Andre Meyer (drapmeyer) Date: 2004-09-21 10:34 Message: Logged In: YES user_id=720466 So what about OpenGL 2.0? http://www.opengl.org/documentation/spec.html http://www.opengl.org/documentation/opengl_current_version.html ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-10-23 17:00 Message: Logged In: YES user_id=34901 Not dead AFAIK, we just released a new version 2 or 3 days ago ;) . That said, the primary developer (me) is not particularly flush for time to work on PyOpenGL, so I'm mostly acting as manager, rather than developer these days. I'd *love* to see the extensions for 1.4 added, but unless someone decides to pay my employer for me to work on PyOpenGL (which really doesn't seem likely), or someone with far more time steps up to do the work, the development is going to be slow. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-23 15:41 Message: Logged In: NO i love pyopengl, it is great! but is it dead? why isn't opengl 1.4 supported? and why isn't there a win32 installer for python 2.3? ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 14:06 Message: Logged In: YES user_id=34901 Agreed, want to submit a patch ;) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 |
From: Patrick H. <pa...@13...> - 2004-09-20 15:59:05
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On Mon, 2004-09-20 at 11:35 -0400, Yuichi Sakano wrote: > Hi. >=20 > My previous mail seems to have lacked some information. Sorry. >=20 > I'm using a pair of liquid crystal shutter glasses (closing the=20 > shutters in front of the eyes alternately synchronizing with the CRT=20 > refresh rate). So, I'd like to present the graphics for the left and=20 > right eyes alternately synchronizing with the CRT refresh rate. By combining PyOpenGL with PyJuggler (http://www.vrjuggler.org/pyjuggler/), you can get support for this type of stereoscopic rendering without any special coding. The enabling and disabling of stereo happens at the configuration level rather than at the application level. Unfortunately, the most recent releases of VR Juggler and PyJuggler have not been tested on Mac OS X because I don't have access to any OS X machine. I'm trying to make use of the SourceForge compile farm's OS X machines to address this limitation, but there have been login problems with the compile farm during this past week. Even then, I don't have access to OS X 10.3--only 10.1 and 10.2. As a fair warning, VR Juggler has fundamentally different goals than GLUT, so the use of VR Juggler may not meet your expectations if you are thinking it will behave like GLUT. It will allow you to do stereoscopic rendering without any special coding effort on your part, and it supports multi-pipe and cluster-based systems pretty transparently if you ever wanted to go that route. For the use case you are describing, however, the interaction functionality will probably not be what you expect. -Patrick > On 18 Sep 2004 at 11:59 PM, David Keeney wrote: >=20 > > On 17 Sep 2004 at 16:40, Yuichi Sakano wrote: > > > >> Hi. > >> > >> Is anyone using stereo (not audio but vision) with PyOpenGL? I'm=20 > >> 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=3D110483&pac > > kage_id=3D119667 > > > > -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=3D1579199 > >> 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=20 > >> 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 > >> > > > > > > >=20 >=20 >=20 > ------------------------------------------------------- > 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 --=20 Patrick L. Hartling | Research Assistant, VRAC http://www.137.org/patrick/ | 2274 Howe Hall Room 2624 PGP: http://tinyurl.com/2oum9 | http://www.vrac.iastate.edu/ |
From: fulko <vw...@fv...> - 2004-09-20 15:46:10
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On Mon, Sep 20, 2004 at 07:48:31AM -0700, Fred Burton wrote: > > > Try different color depths and see what happens. > 24 bit works It is really true: if use spend more, you get more. I've become a believer! Thanks, Fulko |