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From: Yuichi S. <yu...@cs...> - 2004-09-20 15:36:04
|
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 >> > > > |
From: fulko <vw...@fv...> - 2004-09-20 14:39:15
|
Hello, I try to use a stencil buffer with OpenGL and gtk (in Python). The stencil does not work correctly, and is soooo slowwww (~100x). After two days my resources are exhausted; I don't know what to try next. I need the stencil for a rather simple operation: not drawing in a few selected areas. Documentation on the use of stencils is sparse, most about lighting, and all for C. Does someone have a simple stencil example in Python that works fine? Or does someone know the magic trick to get it running? I tried to force the use of the stencil-buffer with: glconfig = gtk.gdkgl.Config(attrib_list=(gtk.gdkgl.RGBA, gtk.gdkgl.DOUBLEBUFFER, gtk.gdkgl.STENCIL_SIZE, 1, gtk.gdkgl.DEPTH_SIZE, 1)) but with no effect: STENCIL_SIZE seems to be not available I run Python 2.3, PyOpenGL 2.0, I tried pygtkglext-1.0.1 and python-gtkgl 2.0, both with pyGTK 2.0. My video-card is an NVidia geForce2 GTK with 1.0-6106 drivers. All on Debian Testing (a rather old testing version). Thanks for any help, Fulko |
From: David K. <dk...@tr...> - 2004-09-19 03:59:32
|
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 > |
From: Yuichi S. <yu...@cs...> - 2004-09-17 20:40:16
|
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? 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 |
From: enrike <en...@al...> - 2004-09-14 09:55:20
|
hi >> >> i have been installling and uninstalling python and all the modules on >> my XP machine and now i am getting an error when i try to import GLUT. >> It says it cannot find it. i have downloaded it and placed it on >> windows/system32 but then i get another error suggesting this maight >> not be the right glut32.dll i should be using. > > > You'll want to be using GLUT 3.7(.6), probably the Win32 binary release > pointed to by the installation page. If you can post the actual error > messages it would be far more likely that we I can help diagnose and > solve the problem. > > I'm assuming you're using the binary release on Python 2.3 with PyOpenGL > 2.0.1.08, if not, let me know (generally speaking, when asking these > kinds of questions it's very useful to give as much information as > possible about your software setup). I dont understand what went wrong but i finally solve it by copying glut32.dll version 3.7.6 into my windows/system32 folder I just had installed python 2.3.4 then PyOpenGL-2.0.1.07.py2.3-numpy23.exe and then wxPythonWIN32-2.5.1.5-Py23.exe I had also intalled PIL, Numeric-23.0.win32-py2.3.exe and numarray-0.9.win32-py2.3.exe thanks -- enrike |
From: Mike C. F. <mcf...@ro...> - 2004-09-14 04:40:35
|
David Keeney wrote: > On 13 Sep 2004 at 16:38, Brian Debuire wrote: > >> I have a problem running PyOpenGL, i get a message "Abnormal program > termination" when i run >> any PyOpenGL app. >> >> I have installed all the requierements but Glut, because i dont know > how to install it, i have the .dll >> and the .lib and so, but where should i put those???? > You don't say what platform you are using, but if you are using > Windows try putting > glut32.dll in the \windows\system folder. Almost, glut32.dll should be installed in the *system32* folder on Windows, not the system folder (which is IIRC only for Win3.1 compatibility files). If the OP is using a Linux/Unix-ish system (he does say he's got a .so as well, somehow), then my suggestion would be (strongly) use the system's package-manager to do the installation :) . "emerge glut" or "apt-get glut" or something like that should take care of the installation quite nicely. Not sure where the abnormal program terminations are coming from, there really shouldn't AFAIK be any if just GLUT is missing. Have fun, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: David K. <dk...@tr...> - 2004-09-14 01:48:59
|
On 13 Sep 2004 at 16:38, Brian Debuire wrote: > I have a problem running PyOpenGL, i get a message "Abnormal program termination" when i run > any PyOpenGL app. > > I have installed all the requierements but Glut, because i dont know how to install it, i have the .dll > and the .lib and so, but where should i put those???? You don't say what platform you are using, but if you are using Windows try putting glut32.dll in the \windows\system folder. David Keeney > Hi, > > I am very lost here, and i will apreciate any help. > > Thanks > > Brian > > > Protect your PC - Click here for McAfee.com VirusScan Online --------------------------------------------- > ---------- 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. 13. 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 |
From: Brian D. <deb...@ho...> - 2004-09-13 16:39:41
|
<html><div style='background-color:'><DIV class=RTE>Hi,</DIV> <DIV class=RTE> </DIV> <DIV class=RTE>I have a problem running PyOpenGL, i get a message "Abnormal program termination" when i run any PyOpenGL app.</DIV> <DIV class=RTE> </DIV> <DIV class=RTE>I have installed all the requierements but Glut, because i dont know how to install it, i have the .dll and the .lib and so, but where should i put those????</DIV> <DIV class=RTE> </DIV> <DIV class=RTE>I am very lost here, and i will apreciate any help.</DIV> <DIV class=RTE> </DIV> <DIV class=RTE>Thanks</DIV> <DIV class=RTE> </DIV> <DIV class=RTE>Brian</DIV></div><br clear=all><hr>Protect your PC - <a href="http://g.msn.com/8HMBEN/2755??PS=47575">Click here</a> for McAfee.com VirusScan Online </html> |
From: Mike C. F. <mcf...@ro...> - 2004-09-12 00:37:01
|
Okay, I've added a check typemap for this that appears to solve the problem. Looking at the code, I can see at least a few more instances where Tarn wasn't checking for array-size/non-null conditions, so there's at least a few more situations like this that will arise. For now, anything which is defined as having "sometype *v" as it's signature is getting void-checked and raising an error on that condition. Why didn't I just modify the conversion routine? There may be situations where the declaration *shouldn't* be null-checked (that is, where NULL is a valid input), i.e. the fix may actually break some code and making it easy to fix those situations requires that the conversion routine not include the checking support. The entire OpenGLContext test suite passes (at least, runs as expected) with the changes, so it seems to work in the common cases, anyway. As a note, introducing this finally explained a long-standing bug with a test-script, namely that a missing combine callback to GLU's tessellation mechanism was returning a None, so was passing a NULL pointer to gluVertex2fv. Thanks for the report, Mike Maciej Kalisiak wrote: >Quick disclaimer: I haven't updated my PyOpenGL in some time; version file >shows 2.0.1.03. Alas, updating right now is not an option (lack of time, >especially if upgrade doesn't go smoothly) > >I've noticed that glVertex2fv, and quite possibly the other vector forms of >glVertex, do not handle gracefully the case when they are (erroneously) handed >"None" instead of an actualy vector/sequence. I get a segfault; an exception >(i.e., arg checking code) would be much more helpful. > >It could be that this is fixed in the latest versions of pyopengl, which I >haven't tried, but I'm mailing this on the off chance that it isn't... it seems >to me to be a rather rare bug, hence likely still present. > > ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Mike C. F. <mcf...@ro...> - 2004-09-11 22:09:18
|
enrike wrote: > hi > > i have been installling and uninstalling python and all the modules on > my XP machine and now i am getting an error when i try to import GLUT. > It says it cannot find it. i have downloaded it and placed it on > windows/system32 but then i get another error suggesting this maight > not be the right glut32.dll i should be using. You'll want to be using GLUT 3.7(.6), probably the Win32 binary release pointed to by the installation page. If you can post the actual error messages it would be far more likely that we I can help diagnose and solve the problem. I'm assuming you're using the binary release on Python 2.3 with PyOpenGL 2.0.1.08, if not, let me know (generally speaking, when asking these kinds of questions it's very useful to give as much information as possible about your software setup). Good luck, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Huw L. <hu...@mo...> - 2004-09-08 14:32:47
|
I'm currently trying to build PyOpenGL 2.0.1.08 on a RedHat 7.2 box against Python-2.3.4 . I've already installed several big packages like PIL and Numeric Python so I'm pretty sure that my Python setup is OK. when doing "python setup.py build" I get the following error: gcc -pthread -shared build/temp.linux-i686-2.3/src/Togl-1.6/togl.o -L/usr/lib -L/usr/lib -Lbuild/temp.linux-i686-2.3 -L/usr/lib -L/usr/lib -Lbuild/temp.linux-i686-2.3 -lGL -lX11 -lXext -lGLU -lXmu -lXt -lm -ltcl8.3 -ltk8.3 -linterface_util -o build/Togl-1.6-tk8.3/Togl.so /usr/bin/ld: cannot find -lX11 collect2: ld returned 1 exit status error: command 'gcc' failed with exit status 1 libX11.so is under /usr/X11R6/lib config/linux.cfg contains the line: library_dirs=/usr/lib:/usr/local/lib:/usr/X11/lib:/usr/X11R6/lib so I would have expected to see -L/usr/X11R6/lib and -L/usr/X11/lib amongst the gcc options but they were not there. The fact that -L/usr/lib is repeated over and over again is making me suspicious that something nasty has happened. Does anyone have any ideas about how I can start tracking down what is going on? Thanks, Huw -- | Huw Lynes | The Moving Picture Company | | System Administrator | 127 Wardour Street | |.........................| London, W1F 0NL | |
From: Mike C. F. <mcf...@ro...> - 2004-09-07 20:06:47
|
OpenGLContext/scenegraph/text/wxfont.py has code for using wxPython to create aliased (i.e. non-antialiased) bitmap fonts. wxPython doesn't AFAIK allow for extracting font outlines, so for that you'd need to use something like the fonttools fonts in: OpenGLContext/scenegraph/text/toolsfont.py which uses TTFQuery/FontTools to extract font outlines from .ttf files. You can also use GLUT fonts in a wxPython context, btw. HTH, Mike Frank Chen wrote: > Hi: > Is there any example to display text with wxPython? > To use bitmap font? > To use outline font? ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Frank C. <jsf...@ms...> - 2004-09-07 19:09:46
|
Hi: Is there any example to display text with wxPython? To use bitmap font? To use outline font? |
From: chris <ch...@ma...> - 2004-08-29 23:12:26
|
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From: enrike <en...@al...> - 2004-08-24 17:43:06
|
hi i have been installling and uninstalling python and all the modules on my XP machine and now i am getting an error when i try to import GLUT. It says it cannot find it. i have downloaded it and placed it on windows/system32 but then i get another error suggesting this maight not be the right glut32.dll i should be using. This had never happened to me before despite of having installed and uninstalled python several times. Reinstalling pyopengl didnt solve anything. any suggestions? thanks once again -- enrike |
From: Maciej K. <ma...@dg...> - 2004-08-11 16:25:49
|
Quick disclaimer: I haven't updated my PyOpenGL in some time; version file shows 2.0.1.03. Alas, updating right now is not an option (lack of time, especially if upgrade doesn't go smoothly) I've noticed that glVertex2fv, and quite possibly the other vector forms of glVertex, do not handle gracefully the case when they are (erroneously) handed "None" instead of an actualy vector/sequence. I get a segfault; an exception (i.e., arg checking code) would be much more helpful. It could be that this is fixed in the latest versions of pyopengl, which I haven't tried, but I'm mailing this on the off chance that it isn't... it seems to me to be a rather rare bug, hence likely still present. -- "Diplomacy is the art of saying 'nice doggy' until you find a stone." -- unknown |
From: enrike <en...@al...> - 2004-08-10 16:30:09
|
>>>> Another question is if anyone knows some module that implements >>>> python scripts to import images (to use as textures). >>>> I am using Image but this is a rather big module for my pourpose >>>> and would like to use some python based scripts for this. >>> Another option would be pygame -- see, for example: >>> http://cvs.sourceforge.net/viewcvs.py/visionegg/visionegg/src/ >>> Textures.py?view=markup >> yes i know pygame but i actually went into openGL because i need to do >> graphics in a wxpython application frame. Pygame and wxpython dont like >> each other. > > > Well, how many images are you trying to load? Image doesn't seem > particularly onerous to me... It depends. Potentially few of them. One for each texture. I am trying to create a kind of graphic engine. -- enrike |
From: Mike C. F. <mcf...@ro...> - 2004-08-10 15:39:38
|
Well, not so much obsolete as not yet finished :) . Eventual plan is to have the TouchSensor automatically do the addEventHandler call on its enclosing group so that you can just ROUTE from the ts to whereever you want to send the event, but I didn't get around to doing that (don't even remember why, for that matter). However, almost *every* case where you want to use a TouchSensor also requires a Script node, which is also unsupported, so at the moment, not likely to be a huge advantage to have the TouchSensors implemented. Wish I had more time to work on this stuff these days :-/ , Mike mg20163 wrote: > hi, > Touchsensors. What are they good for ? > the tests for openglcontext seem all to rely on doing : > > self.addEventHandler( "mousebutton", button = 0, state = 1, node = > self.someNode, function = self.OnClick1, ) > > the Touchsensor used in the tests seems to be obsolete. > thanks, > > MarcinGomulka ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: mg20163 <mg...@sg...> - 2004-08-10 14:17:48
|
hi, Touchsensors. What are they good for ? the tests for openglcontext seem all to rely on doing : self.addEventHandler( "mousebutton", button = 0, state = 1, node = self.someNode, function = self.OnClick1, ) the Touchsensor used in the tests seems to be obsolete. thanks, MarcinGomulka |
From: Andrew S. <as...@ca...> - 2004-08-10 07:55:57
|
enrike wrote: > > > hi > >>> when i run my progam it takes 98% of the CPU. >>> I would like to know some suggestions about who to reduce and >>> control this. >>> maybe reducing the fps?. is there any other way? >> >> >> >> synchronize to vsync -- only draw as many frames as get displayed. > > > sorry. how do i do this? I am kind of new to many of these concepts. > It depends on your OS and drivers... nVidia cards under Windows can be set in the display control panel or using WGL: if OpenGL.WGL.EXT.swap_control.wglInitSwapControlARB(): # Returns 1 if it's working OpenGL.WGL.EXT.swap_control.wglSwapIntervalEXT(1) # Swap only at frame syncs if OpenGL.WGL.EXT.swap_control.wglGetSwapIntervalEXT() == 1: success = 1 In linux, nVidia cards can be set with the environment variable __GL_SYNC_TO_VBLANK > >>> I have been using SDL and there you would tipicly optimise this by >>> controlling which parts of the screen are updated. >>> >>> Another question is if anyone knows some module that implements >>> python scripts to import images (to use as textures). >>> I am using Image but this is a rather big module for my pourpose >>> and would like to use some python based scripts for this. >> >> >> >> Another option would be pygame -- see, for example: >> http://cvs.sourceforge.net/viewcvs.py/visionegg/visionegg/src/ >> Textures.py?view=markup > > > yes i know pygame but i actually went into openGL because i need to do > graphics in a wxpython application frame. Pygame and wxpython dont like > each other. Well, how many images are you trying to load? Image doesn't seem particularly onerous to me... |
From: enrike <en...@al...> - 2004-08-09 21:05:42
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hi >> when i run my progam it takes 98% of the CPU. >> I would like to know some suggestions about who to reduce and control >> this. >> maybe reducing the fps?. is there any other way? > > > synchronize to vsync -- only draw as many frames as get displayed. sorry. how do i do this? I am kind of new to many of these concepts. >> I have been using SDL and there you would tipicly optimise this by >> controlling which parts of the screen are updated. >> >> Another question is if anyone knows some module that implements >> python scripts to import images (to use as textures). >> I am using Image but this is a rather big module for my pourpose and >> would like to use some python based scripts for this. > > > Another option would be pygame -- see, for example: > http://cvs.sourceforge.net/viewcvs.py/visionegg/visionegg/src/ > Textures.py?view=markup yes i know pygame but i actually went into openGL because i need to do graphics in a wxpython application frame. Pygame and wxpython dont like each other. thanks! -- enrike |
From: Michael K. <mi...@kr...> - 2004-08-06 09:22:47
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Reading the PyOpenGL version number from a file named 'version' in OpenGL/__init__.py as follows breaks down with the McMillan Installer: filename = os.path.join(os.path.dirname(__file__), 'version') __version__ = string.strip(open(filename).read()) File "E:\mkrause\Python\AerialTiler\distBuilder\buildAerialTiler\out1.pyz/OpenGL", line 18, in ? File "E:\mkrause\Python\AerialTiler\distBuilder\buildAerialTiler\out1.pyz/OpenGL", line 14, in __set_attributes IOError: [Errno 2] No such file or directory: 'E:\\mkrause\\Python\\AerialTiler\\distBuilder\\buildAerialTiler\\out1.pyz\\version' RC: -1 from AerialTiler_main OK. One can easily kludge around by catching the IOError and setting the current version as a constant string. I would hope for a less clever way to determine the current version. Maybe using version.py with a content of version = "2.0.1.08" can serve the build scripts, runtime and packaging with the McMillan Installer. Regards, Michael -- - Michael Krause - http://www.krause-software.de - mi...@kr... |
From: Andrew S. <str...@as...> - 2004-08-03 16:02:34
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On Aug 3, 2004, at 1:59 AM, enrike wrote: > Hi > > when i run my progam it takes 98% of the CPU. > I would like to know some suggestions about who to reduce and control > this. > maybe reducing the fps?. is there any other way? synchronize to vsync -- only draw as many frames as get displayed. > I have been using SDL and there you would tipicly optimise this by > controlling which parts of the screen are updated. > > Another question is if anyone knows some module that implements python > scripts to import images (to use as textures). > I am using Image but this is a rather big module for my pourpose and > would like to use some python based scripts for this. Another option would be pygame -- see, for example: http://cvs.sourceforge.net/viewcvs.py/visionegg/visionegg/src/ Textures.py?view=markup > thanks! > > -- > enrike > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by OSTG. Have you noticed the changes on > Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, > one more big change to announce. We are now OSTG- Open Source > Technology > Group. Come see the changes on the new OSTG site. www.ostg.com > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: enrike <en...@al...> - 2004-08-03 13:35:11
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hi again any one has some nice 2D collision detection algorithm? or maybe there is some website were to look for it? I need to detect collisions between shapes and also points inside shapes. I have done a very basic one but my maths are just way behind this task thanks again -- enrike |
From: enrike <en...@al...> - 2004-08-03 09:00:38
|
Hi when i run my progam it takes 98% of the CPU. I would like to know some suggestions about who to reduce and control this. maybe reducing the fps?. is there any other way? I have been using SDL and there you would tipicly optimise this by controlling which parts of the screen are updated. Another question is if anyone knows some module that implements python scripts to import images (to use as textures). I am using Image but this is a rather big module for my pourpose and would like to use some python based scripts for this. thanks! -- enrike |