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From: Leonardo <lbe...@ya...> - 2003-10-28 02:28:48
|
Hi, I am trying to install with python setup.py install and I got the following error: copying build/Togl-1.6-tk8.3/Togl.so -> /usr/lib/python2.2/site-packages/OpenGL/Tk/linux2-tk8.3 running "pkg_mkIndex /usr/lib/python2.2/site-packages/OpenGL/Tk/linux2-tk8.3 Togl.so" warning: error while loading Togl.so: can't find package Tk 8.1 My system: Red Hat 9.0 with python 2.2 and I already install glut-devel-3.7-12.i386.rpm nvidia drivers and Numeric 23 and gl development (glut-devel-3.7-12.i386.rpm) I also have Tk 8.3 installed. Should I install 8.1??? #rpm -qai tk Name : tk Relocations: (not relocateable) Version : 8.3.5 Vendor: Red Hat, Inc. Release : 88 Build Date: Thu 06 Feb 2003 08:41:20 AM CST Install Date: Thu 23 Oct 2003 08:32:23 PM CDT Build Host: daffy.perf.redhat.com Group : Development/Languages Source RPM: tcltk-8.3.5-88.src.rpm Help please !!! Thanks a lot! Leonardo __________________________________ Do you Yahoo!? Exclusive Video Premiere - Britney Spears http://launch.yahoo.com/promos/britneyspears/ |
From: Rene D. <il...@ya...> - 2003-10-27 16:23:23
|
Matt Pickering wrote: >Hi, > >I'm a new user of PyOpenGL (and OpenGL in general) and >I'm wanting to use Python in a few 3D projects I am >working on. However, I am stymied by the fact I >cannot get PyOpenGL to build or work successfully on >my system. > >I have a stock Red Hat 9.0 Personal installation on an >AMD Athlon with an nVidia GeForce 4 video card. I am >using the nVidia drivers for hardware acceleration >(and it is fast judging by the OpenGL screen savers). > >I have installed glut 3.7 from RPM. I have, however, >replaced Python 2.2 with a build of Python 2.3 from >source. I've had no problems with Python 2.3 with the >exception of PyOpenGL. I have SWIG 1.1 (comes with >RH9), Numeric 23.0 (from source), the Python Imaging >Library (latest stable release built from source). I >also have OpenGLContext 2.x installed from RPM. > >However, when I try to build PyOpenGL (either the beta >release or the RC2 release), I either get build >failures (headers not found) or segmentation faults. >Once I got glut installed, the major build failures >disappeared. I disabled the build of Togl since it >kept causing seg faults. With Togl builds disabled, >PyOpenGL compiles but fails to install fully. > >I can import the OpenGL module but I can get nothing >to run. Half of the time, it reports failure to >locate module GL.__init__. The rest of the time, I >get a good import and then Python seg faults. > >FYI, I have Mesa 3.x installed (which ever version >ships with RH9). I have managed to compile Mesa 5.x >but haven't installed it for fear of throwing one more >variable into the unknown. > >So my question is: has anyone had any success getting >PyOpenGL up and running using Python 2.3 under Red Hat >9? RH9 is largely an incremental upgrade to RH8 >(which I upgraded from) so I don't see any major >library differences. Could GCC 3.2.2 be the problem? >I desperately would like to use PyOpenGL and I need it >since it is the low-level rendering API the other APIs >I want to use depend on (PyGame and PyUI). > > I think pyui can run without opengl. It could at one point in time anyway. >I am open to any suggestions short of rebuilding my >box. :) I also have a SuSe 8.2 Pro machine with a >Voodoo3 I can experiment on. It is a new install and >hasn't been touched yet. > >Any help appreciated. > >Matt Pickering > > Get swig 1.3.13. Check out the readme.cvs and the docs on pyopengl.sf.net for some other build instructions. Also note, you'll probably need the nvidia opengl drivers for full opengl goodness(or does redhat come with their drivers?). Have fun! http://www.holepit.com/ |
From: Mike C. F. <mcf...@ro...> - 2003-10-27 16:12:28
|
Matt Pickering wrote: ... >I have a stock Red Hat 9.0 Personal installation > > ... >I have SWIG 1.1 (comes with >RH9), > Shouldn't be necessary for any packaged build (e.g. rc2 or 2.0.1.07). >Numeric 23.0 (from source), > Okay. >the Python Imaging >Library (latest stable release built from source). I >also have OpenGLContext 2.x installed from RPM. > > Okay, neither of these should affect PyOpenGL itself, they're loosely coupled by Python code. >However, when I try to build PyOpenGL (either the beta >release or the RC2 release), I either get build >failures (headers not found) > Could it be you don't have the Python 2.3 headers/libs available in your path? RedHat normally has a python-devel RPM that has this stuff IIRC. Not sure how it works for a from-source install. >or segmentation faults. >Once I got glut installed, the major build failures >disappeared. I disabled the build of Togl since it >kept causing seg faults. With Togl builds disabled, >PyOpenGL compiles but fails to install fully. > > Just to be clear: you completely cleaned out any previous version of PyOpenGL, right? That is, you nuked the entire site-packages/OpenGL directory? >I can import the OpenGL module but I can get nothing >to run. Half of the time, it reports failure to >locate module GL.__init__. The rest of the time, I >get a good import and then Python seg faults. > > Sounds very much as though you have an older version (likely compiled against Python 2.2.x) conflicting with the new version. rc2 changed the name of that module to GL.GL__init__ to allow OS-X to load the libraries. I'd suggest trying a clean build (i.e. nuke the final installation directory and the source-directory/build directory and then re-build). >FYI, I have Mesa 3.x installed (which ever version >ships with RH9). I have managed to compile Mesa 5.x >but haven't installed it for fear of throwing one more >variable into the unknown. > > Shouldn't be necessary. PyOpenGL knows basically nothing about Mesa. >So my question is: has anyone had any success getting >PyOpenGL up and running using Python 2.3 under Red Hat >9? RH9 is largely an incremental upgrade to RH8 >(which I upgraded from) so I don't see any major >library differences. > I switched my dual-boot drive to Knoppix a few weeks ago, so I don't have a RedHat install for testing/building any more. >Could GCC 3.2.2 be the problem? > > Not likely. >I am open to any suggestions short of rebuilding my >box. :) > :) Debian is a comparative dream. ;) >I also have a SuSe 8.2 Pro machine with a >Voodoo3 I can experiment on. It is a new install and >hasn't been touched yet. > > Sure, you could try it there, but probably won't help you any? rc2 is known to build and run on Knoppix (Debian) under Python 2.3 (with togl disabled), so it would really seem that it's your RedHat install that needs some love. Okay, must get back to paying work now. Good luck, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Matt P. <mp...@ya...> - 2003-10-27 15:26:11
|
Hi, I'm a new user of PyOpenGL (and OpenGL in general) and I'm wanting to use Python in a few 3D projects I am working on. However, I am stymied by the fact I cannot get PyOpenGL to build or work successfully on my system. I have a stock Red Hat 9.0 Personal installation on an AMD Athlon with an nVidia GeForce 4 video card. I am using the nVidia drivers for hardware acceleration (and it is fast judging by the OpenGL screen savers). I have installed glut 3.7 from RPM. I have, however, replaced Python 2.2 with a build of Python 2.3 from source. I've had no problems with Python 2.3 with the exception of PyOpenGL. I have SWIG 1.1 (comes with RH9), Numeric 23.0 (from source), the Python Imaging Library (latest stable release built from source). I also have OpenGLContext 2.x installed from RPM. However, when I try to build PyOpenGL (either the beta release or the RC2 release), I either get build failures (headers not found) or segmentation faults. Once I got glut installed, the major build failures disappeared. I disabled the build of Togl since it kept causing seg faults. With Togl builds disabled, PyOpenGL compiles but fails to install fully. I can import the OpenGL module but I can get nothing to run. Half of the time, it reports failure to locate module GL.__init__. The rest of the time, I get a good import and then Python seg faults. FYI, I have Mesa 3.x installed (which ever version ships with RH9). I have managed to compile Mesa 5.x but haven't installed it for fear of throwing one more variable into the unknown. So my question is: has anyone had any success getting PyOpenGL up and running using Python 2.3 under Red Hat 9? RH9 is largely an incremental upgrade to RH8 (which I upgraded from) so I don't see any major library differences. Could GCC 3.2.2 be the problem? I desperately would like to use PyOpenGL and I need it since it is the low-level rendering API the other APIs I want to use depend on (PyGame and PyUI). I am open to any suggestions short of rebuilding my box. :) I also have a SuSe 8.2 Pro machine with a Voodoo3 I can experiment on. It is a new install and hasn't been touched yet. Any help appreciated. Matt Pickering __________________________________ Do you Yahoo!? Exclusive Video Premiere - Britney Spears http://launch.yahoo.com/promos/britneyspears/ |
From: cyue <cy...@te...> - 2003-10-27 04:49:32
|
(sorry for repeating) hi all, has anyone ever done a 3D water tank with falling water in PyOpenGL, i.e. the water drains and the water level falls? i would be interested in looking at the code. if there is a opensource code example, that will be fine too. thanks. cyu ps: i seem receiving broken mesage back and losing the title when sending to the list |
From: cyue <cy...@te...> - 2003-10-27 04:41:38
|
aGkgYWxsLA0KDQpoYXMgYW55b25lIGV2ZXIgZG9uZSBhIDNEIHdhdGVyIHRhbmsgd2l0aCBmYWxs aW5nIHdhdGVyIGluIFB5T3BlbkdMLCBpLmUuIHRoZSB3YXRlciBkcmFpbnMgYW5kIHRoZSB3YXRl ciBsZXZlbCBmYWxscz8gaSB3b3VsZCBiZSBpbnRlcmVzdGVkIGluIGxvb2tpbmcgYXQgdGhlIGNv ZGUuIGlmIHRoZXJlIGlzIGEgb3BlbnNvdXJjZSBjb2RlIGV4YW1wbGUsIHRoYXQgd2lsbCBiZSBm aW5lIHRvby4gdGhhbmtzLg0KDQoNCmN5dQ0KDQpwczogaSBzZWVtIHJlY2VpdmluZyBicm9rZW4g bWVzYWdlIGJhY2sgYW5kIGxvc2luZyB0aGUgdGl0bGUgd2hlbiBzZW5kaW5nIHRvIHRoZSBsaXN0 Lg== |
From: Philip Y. <phi...@te...> - 2003-10-27 04:39:22
|
aGkgYWxsLA0KDQpoYXMgYW55b25lIGV2ZXIgZG9uZSBhIDNEIHdhdGVyIHRhbmsgd2l0aCBmYWxs aW5nIHdhdGVyIGluIFB5T3BlbkdMLCBpLmUuIHRoZSB3YXRlciBkcmFpbnMgYW5kIHRoZSB3YXRl ciBsZXZlbCBmYWxscz8gaSB3b3VsZCBiZSBpbnRlcmVzdGVkIGluIGxvb2tpbmcgYXQgdGhlIGNv ZGUuIGlmIHRoZXJlIGlzIGEgb3BlbnNvdXJjZSBjb2RlIGV4YW1wbGUsIHRoYXQgd2lsbCBiZSBm aW5lIHRvby4gdGhhbmtzLg0KDQoNCmN5dQ0KDQpwczogaSBzZWVtIHJlY2VpdmluZyBicm9rZW4g bWVzYWdlIGJhY2sgYW5kIGxvc2luZyB0aGUgdGl0bGUgd2hlbiBzZW5kaW5nIHRvIHRoZSBsaXN0 Lg== |
From: cyue <cy...@te...> - 2003-10-27 04:28:59
|
aGkgYWxsLA0KDQpoYXMgYW55b25lIGV2ZXIgZG9uZSBhIDNEIHdhdGVyIHRhbmsgd2l0aCBmYWxs aW5nIHdhdGVyIGluIFB5T3BlbkdMLCBpLmUuIHRoZSB3YXRlciBkcmFpbnMgYW5kIHRoZSB3YXRl ciBsZXZlbCBmYWxscz8gaSB3b3VsZCBiZSBpbnRlcmVzdGVkIGluIGxvb2tpbmcgYXQgdGhlIGNv ZGUuIGlmIHRoZXJlIGlzIGEgb3BlbnNvdXJjZSBjb2RlIGV4YW1wbGUsIHRoYXQgd2lsbCBiZSBm aW5lIHRvby4gdGhhbmtzLg0KDQpjeXVl |
From: Marketing <Pro...@29...> - 2003-10-25 09:55:00
|
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From: SourceForge.net <no...@so...> - 2003-10-24 18:05:06
|
Feature Requests item #661691, was opened at 2003-01-03 07:54 Message generated for change (Comment added) made by nobody 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: Nobody/Anonymous (nobody) Date: 2003-10-23 06:41 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 05:06 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: SourceForge.net <no...@so...> - 2003-10-23 15:00:10
|
Feature Requests item #661691, was opened at 2003-01-03 10:54 Message generated for change (Comment added) made by mcfletch 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: Mike C. Fletcher (mcfletch) Date: 2003-10-23 11:00 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 09:41 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 08:06 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: Andy Sy <an...@ne...> - 2003-10-11 09:53:52
|
When using Pygame 1.5.6 with PyOpenGL-Minimal 2.0.1.04 (GeForce 4 Ti4200/Detonator 45.23/Windows XP SP1), I get the following behaviour: Passing GL_DOUBLEBUFFER in display.set_mode() causes the title bar and frame to disappear. This is not the behaviour in a C SDL app. Also, the DOUBLEBUF flag must be passed if doing OpenGL, otherwise display flickers badly... and again in a C SDL app, there is no such requirement. Note that I'm using pygame.display.flip() to update the frame. (CC'ed this to the PyOpenGL-users list just in case someone wants to confirm if this is a problem with the version of PyOpenGL I'm using.) |
From: Joe C. <joe...@ho...> - 2003-09-27 06:00:58
|
<html><div style='background-color:'><DIV> <P>Hi,</P> <P>The docs make repeated mention to GL_ARB_imaging, but pyopengl doesn't seem to have a module for it (nothing in the GL/ARB folder), does pyopengl support GL_ARB_imaging?</P> <P>It is being return by glGetString(GL_EXTENSIONS).</P> <P>Thanks,</P> <P>Joe<BR><BR></P></DIV></div><br clear=all><hr>Chat via SMS. Simply send 'CHAT' to 1889918. <a href="http://g.msn.com/8HMAENAU/2728??PS="> More info here.</a> </html> |
From: Andrew S. <as...@in...> - 2003-09-25 06:32:46
|
Mike C. Fletcher wrote: > Andrew Straw wrote: > >> I'm trying to understand what/how/if PyOpenGL deals with multiple >> versions of OpenGL. For example, if I run PyOpenGL on a machine with >> OpenGL 1.3 libraries, I should have multitexturing abilities built-in >> (e.g. glActiveTexture() function). This is specified in the OpenGL >> 1.3 spec: >> http://www.opengl.org/developers/documentation/version1_3/glspec13.pdf > > > PyOpenGL is currently limited to OpenGL 1.1. At the moment, I don't > have drivers which support features from OpenGL 1.2 or above. You can always run Mesa to get OpenGL 1.4. (It's not HW accelerated, but it'll at least let you test.) > There are > a few extensions that, if I get the time, I might code up wrappers for, > but they aren't the fun/sexy stuff for new hardware, I only have a > Radeon 7500. OK, but my question really is: how does/would PyOpenGL deal with the concept that at build time I might not have access to OpenGL > 1.1 libs, but may want to run later (without re-compiling) on a system with later libs. It seems that as long as you have header files that support OpenGL > 1.1 (easy to get), we should be able to provide a correct and complete interface to the dynamic library, regardless of version at build and run time. Perhaps on PyOpenGL load-time, PyOpenGL could call glGetString(GL_VERSION) to figure out which names to load into its namespace. Does this seem like a reasonable idea? Do any of the supported platforms statically link OpenGL libs? (That sounds really silly, but...) From what I've learned about the PyOpenGL system, many of the tricky wrapping issues have already been taken care of, so it would "simply" be a matter of creating this load-time system and adding the interface code for the new calls. The reason for this email is that I see a few numbers in the PyOpenGL source that I'm not exactly sure what they mean, and I wonder if this road was gone down before, or at least started. (e.g. in interface_util.c there are heaps of "#ifndef GL_VERSION_1_2" type conditionals, although this clearly points to a build-time rather than run time interface selection, which is non-optimal.) >> Another workaround is that some OpenGL 1.3 drivers (nVidia) still >> support the multitexturing ARB extension, but others (ATI) don't. > > Hmm, strange. They really should be providing OpenGL 1.1 drivers with > the extensions alongside the 1.3 drivers... sigh. Not that it would > help much, as we don't have the extensions in many (most) cases. Luckily we do have the ARB multitexturing extension, which is pretty darn useful! (It is a pain that ATI doesn't seem to support it with their Windows OpenGL 1.3 drivers.) >> This success with ctypes and the continued good things I hear about >> Pyrex make me wonder if maybe the PyOpenGL build system could be >> simplified by getting away from SWIG and using these two technologies? > > ctypes is likely to be too slow for more than a few functions, as > there's a lot of manipulation required to make the Python objects OpenGL > compatible. Pyrex is possible, but in the end, it's almost the same > problem as with the SWIG system, you wind up needing to extend Pyrex to > support polymorphic array parameters, to provide the bridge code for > various Python-ised calls, etceteras. Code complexity doesn't go down > much AFAICS... that said, if someone wants to prove me wrong, I'd be > delighted :) . I'd be more interested in seeing someone model the whole > problem in Python with a code-generator to create SWIG, Pyrex or Ctypes > code for any given function so that we could try them all out alongside > one another (and maybe add a straight C code generator to see if that > makes things easier...). Oh well. Sounds like fun for a rainy month... But I guess there's no point worrying about this until someone has time to dive in and tackle it. Which may never happen given that they may not get a speed boost over the current SWIG system. (It's good to hear you think SWIG will result in the fastest interface, since with OpenGL that's probably what people care about most.) Cheers! Andrew |
From: Mike C. F. <mcf...@ro...> - 2003-09-25 05:23:30
|
Andrew Straw wrote: > I'm trying to understand what/how/if PyOpenGL deals with multiple > versions of OpenGL. For example, if I run PyOpenGL on a machine with > OpenGL 1.3 libraries, I should have multitexturing abilities built-in > (e.g. glActiveTexture() function). This is specified in the OpenGL > 1.3 spec: > http://www.opengl.org/developers/documentation/version1_3/glspec13.pdf PyOpenGL is currently limited to OpenGL 1.1. At the moment, I don't have drivers which support features from OpenGL 1.2 or above. There are a few extensions that, if I get the time, I might code up wrappers for, but they aren't the fun/sexy stuff for new hardware, I only have a Radeon 7500. > Incidentally, on linux, I can get around the missing glActiveTexture() > function by using ctypes to load the function. (On Windows, I get an > error that the arguments must be 4 bytes longer... I haven't tracked > this down, though.) Don't know. > Another workaround is that some OpenGL 1.3 drivers (nVidia) still > support the multitexturing ARB extension, but others (ATI) don't. Hmm, strange. They really should be providing OpenGL 1.1 drivers with the extensions alongside the 1.3 drivers... sigh. Not that it would help much, as we don't have the extensions in many (most) cases. > This success with ctypes and the continued good things I hear about > Pyrex make me wonder if maybe the PyOpenGL build system could be > simplified by getting away from SWIG and using these two technologies? ctypes is likely to be too slow for more than a few functions, as there's a lot of manipulation required to make the Python objects OpenGL compatible. Pyrex is possible, but in the end, it's almost the same problem as with the SWIG system, you wind up needing to extend Pyrex to support polymorphic array parameters, to provide the bridge code for various Python-ised calls, etceteras. Code complexity doesn't go down much AFAICS... that said, if someone wants to prove me wrong, I'd be delighted :) . I'd be more interested in seeing someone model the whole problem in Python with a code-generator to create SWIG, Pyrex or Ctypes code for any given function so that we could try them all out alongside one another (and maybe add a straight C code generator to see if that makes things easier...). Oh well. > So, what's the story? Anyone know? HTH, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2003-09-25 05:11:28
|
Rodgers, Kevin wrote: >Is there any alternative to Togl for Tkinter users, or does dropping Togl >mean I either have to drop Tkinter or drop Python 2.3? > > At the moment, you'll have to drop Tkinter (dropping Python 2.3 seems pointless, as it's the future). If at some point someone were to get Togl building with Tk 8.4, the PyOpenGL Togl widget would be usable again (it's just a Python wrapper that calls through Tk to the Tk Togl widget). There is at least one other Tk OpenGL widget (i.e. not Togl, a different OpenGL binding), but I have neither interest nor time to devote to wrapping it. Honestly, in my opinion, Togl has been more pain than it's worth for a *long* time now, especially given that most GUI Python developers have long since moved away from Tk to wxPython, PyGame, PyGTK and/or PyQT. Tk's only strong recommendation for Python GUI development these days is that it's (still) bundled with the core distribution. Togl (the underlying Tk widget) is basically dead as a project, and I'm not interested in becoming a deep TCL-C-API developer just to maintain it, so I can't see investing more time in maintaining the wrapper as a great investment of my rather tiny amounts of PyOpenGL time. Good luck with whichever path you choose, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Rodgers, K. <kev...@ng...> - 2003-09-24 14:22:45
|
Is there any alternative to Togl for Tkinter users, or does dropping Togl mean I either have to drop Tkinter or drop Python 2.3? Kevin Rodgers -----Original Message----- From: Mike C. Fletcher [mailto:mcf...@ro...] Sent: Tuesday, September 23, 2003 10:43 PM To: PyOpenGL Devel; PyOpenGL Subject: [PyOpenGL-Users] Killing Togl for Python 2.3 release and getting 2.0.1 out the door... Well, I've given up on getting togl to work with Tkinter 8.4 under Python 2.3, so given that no-one else has stepped up to the plate on this one, I'm going to decree that we drop Togl support from PyOpenGL versions for Python 2.3 and above. Honestly, I'd be happy to drop it from all PyOpenGL 2.0.1 distributions, but that seems a little too extreme this late in the game. With that out of the way, we should look at releasing 2.0.1 (final) some time over the next month. Here's what seems to be left to do: * Confirm that we've got all Mac-specific patches integrated and that we build on Mac OS X * Document file-permission problem for Unix (need to set umask before install) * Decide whether glGet bug # 691935 (https://sourceforge.net/tracker/index.php?func=detail&aid=691935&group_id=5 988&atid=105988) is real, is going to get fixed, needs to be transferred to someone else, or what * Figure out what the solaris/sun-os build issues are, and whether we can integrate a patch for them * Document problems with togl and gle's use of malloc.h for FreeBSD, possibly provide a patch to work around it, I assume this is trivial for someone on BSD to create, I just don't know what it requires. I'm not planning to integrate it into 2.0.1 as it's all part of libraries we are, up to this point, just including unmodified. * Get a build environment set up for Win32 so that we can produce 2.2.3 and 2.3 binary distributions on a computer with MSVC++ * Test RPMs on more than just Red Hat 8.0 (where they are created) You may imagine that since I have no Mac, FreeBSD or Solaris machines on which to test, some of those items will need a little feedback. We'll have to see if we've got anyone still interested in doing the binary builds for win32. Won't hold up the release for that, but would be nice to have them available on the release day if possible. My time this month is very limited, but I'll try to get at least one full day to work on a PyOpenGL release, likely the weekend after this one. It would be good if, before then, I had any feedback regarding what's outstanding, what's critical for us to move forward, what issues people have, etceteras. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Users mailing list PyO...@li... https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: Andrew S. <and...@ad...> - 2003-09-24 07:46:37
|
I'm trying to understand what/how/if PyOpenGL deals with multiple versions of OpenGL. For example, if I run PyOpenGL on a machine with OpenGL 1.3 libraries, I should have multitexturing abilities built-in (e.g. glActiveTexture() function). This is specified in the OpenGL 1.3 spec: http://www.opengl.org/developers/documentation/version1_3/glspec13.pdf Another example is that with OpenGL 1.2, the GL_CLAMP_TO_EDGE constant should be defined. However, PyOpenGL doesn't provide these names in the GL module when run on an appropriate system. I wonder if this is simply an oversight which would be easily fixed, a purposeful omission because runtime GL version checking and name exporting may be tricky, or has never been thought about. Incidentally, on linux, I can get around the missing glActiveTexture() function by using ctypes to load the function. (On Windows, I get an error that the arguments must be 4 bytes longer... I haven't tracked this down, though.) Another workaround is that some OpenGL 1.3 drivers (nVidia) still support the multitexturing ARB extension, but others (ATI) don't. This success with ctypes and the continued good things I hear about Pyrex make me wonder if maybe the PyOpenGL build system could be simplified by getting away from SWIG and using these two technologies? So, what's the story? Anyone know? |
From: Andrew S. <and...@ad...> - 2003-09-24 07:24:51
|
Mike, I'm glad to see you're taking the bull by the horns... > * Confirm that we've got all Mac-specific patches integrated and > that we build on Mac OS X The patches I've submitted have been working for Bob Ippolito and me since late July, and since it seems a substantial majority of OS X PyOpenGL users download their binaries from Bob, I reckon they're working OK. > * Get a build environment set up for Win32 so that we can produce > 2.2.3 and 2.3 binary distributions on a computer with MSVC++ I've got access to MSVC 6.0 on Win2K, so I might be able to handle this. I say "might" because I'm not an expert with Windows compiling/linking issues, so if anything tricky arises, I'm not sure what I'll be able to do. I would probably build the SWIG interfaces on a different (*nix) machine (or, preferably, use those included with the source). Cheers! Andrew |
From: Mike C. F. <mcf...@ro...> - 2003-09-24 05:43:28
|
Well, I've given up on getting togl to work with Tkinter 8.4 under Python 2.3, so given that no-one else has stepped up to the plate on this one, I'm going to decree that we drop Togl support from PyOpenGL versions for Python 2.3 and above. Honestly, I'd be happy to drop it from all PyOpenGL 2.0.1 distributions, but that seems a little too extreme this late in the game. With that out of the way, we should look at releasing 2.0.1 (final) some time over the next month. Here's what seems to be left to do: * Confirm that we've got all Mac-specific patches integrated and that we build on Mac OS X * Document file-permission problem for Unix (need to set umask before install) * Decide whether glGet bug # 691935 (https://sourceforge.net/tracker/index.php?func=detail&aid=691935&group_id=5988&atid=105988) is real, is going to get fixed, needs to be transferred to someone else, or what * Figure out what the solaris/sun-os build issues are, and whether we can integrate a patch for them * Document problems with togl and gle's use of malloc.h for FreeBSD, possibly provide a patch to work around it, I assume this is trivial for someone on BSD to create, I just don't know what it requires. I'm not planning to integrate it into 2.0.1 as it's all part of libraries we are, up to this point, just including unmodified. * Get a build environment set up for Win32 so that we can produce 2.2.3 and 2.3 binary distributions on a computer with MSVC++ * Test RPMs on more than just Red Hat 8.0 (where they are created) You may imagine that since I have no Mac, FreeBSD or Solaris machines on which to test, some of those items will need a little feedback. We'll have to see if we've got anyone still interested in doing the binary builds for win32. Won't hold up the release for that, but would be nice to have them available on the release day if possible. My time this month is very limited, but I'll try to get at least one full day to work on a PyOpenGL release, likely the weekend after this one. It would be good if, before then, I had any feedback regarding what's outstanding, what's critical for us to move forward, what issues people have, etceteras. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Griffin, J. L <Jos...@us...> - 2003-09-22 20:50:26
|
Hi, I'm stumped. I'm trying to setup a Boa app with OpenGL Context using the wxcontext class. I'm following the instructions in Example 5-1 in the Red Book (Version 1.1). I would appreicate some pointers. The sphere is not reflecting light as it should. I've eliminated surface normals as a potential problem by calling glutSolidSphere. Thanks, Joseph #Code Starts Here #Boa:Frame:wxFrame1 from wxPython.wx import * from OpenGLContext import wxcontext from OpenGL import * from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * from Numeric import * def create(parent): return wxFrame1(parent) [wxID_WXFRAME1, wxID_WXFRAME1SPLITTERWINDOW1, ] = map(lambda _init_ctrls: wxNewId(), range(2)) class DrawProperties: """Holds Properties for OpenGL parameters""" def __init__(self): """Initialization Method""" class DrawContext(wxcontext.wxContext): """OpenGL Context Class""" def __init__(self,parent,objProps=None): """Initialization Method""" wxcontext.wxContext.__init__(self,parent) self.objProps = objProps def DoInit(self): """Init Method""" glClearColor(0.0,0.0,0.0,0.0) mat_specular = array([1.0,1.0,1.0,1.0]) mat_shininess = array([50.0]) glShadeModel(GL_SMOOTH) glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular) glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess) light_model_ambient = array([0.2,0.2,0.2,1.0]) glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_model_ambient) glLightfv(GL_LIGHT0,GL_AMBIENT,light_model_ambient) glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); def Render( self, mode = None): """This method is call repeatly""" glTranslated (0,0,0); gluLookAt(2.0,2.0,2.0,0.0,0.0,0.0,0.0,1.0,0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #drawcube.drawCube() glutSolidSphere(1.0,20,16); glFlush() def Viewpoint(self,mode=None): """Overloaded Method""" glLoadIdentity() # calculate a 3D perspective view glFrustum(-0.5, 0.5, -0.5, 0.5, .5, 5.0); def Lights(self,mode=None): """pass""" class wxFrame1(wxFrame): def _init_ctrls(self, prnt): # generated method, don't edit wxFrame.__init__(self, id=wxID_WXFRAME1, name='', parent=prnt, pos=wxPoint(444, 241), size=wxSize(502, 411), style=wxDEFAULT_FRAME_STYLE, title='wxFrame1') self.SetClientSize(wxSize(494, 376)) self.splitterWindow1 = wxSplitterWindow(id=wxID_WXFRAME1SPLITTERWINDOW1, name='splitterWindow1', parent=self, point=wxPoint(296, 144), size=wxSize(376, 280), style=wxSP_3D) def init_context(self): """Context Initialization Code """ self.objProps = DrawProperties() self.p1 = wxWindow(self.splitterWindow1, -1) self.DrawContext = DrawContext(self.splitterWindow1,objProps=self.objProps) self.splitterWindow1.SetMinimumPaneSize(0) self.splitterWindow1.SplitVertically(self.p1, self.DrawContext, 100) def init_SetProps(self): """Initilize OpenGL Props""" def __init__(self, parent): self._init_ctrls(parent) self.init_context() self.init_SetProps() def OnSlider1Scroll(self, event): #self.staticText2.SetLabel(str(self.slider1.GetValue())) event.Skip() class BoaApp(wxApp): def OnInit(self): wxInitAllImageHandlers() self.main = create(None) # needed when running from Boa under Windows 9X self.SetTopWindow(self.main) self.main.Show();self.main.Hide();self.main.Show() return True def main(): application = BoaApp(0) application.MainLoop() if __name__ == '__main__': main() #Code Ends Here |
From: Mike C. F. <mcf...@ro...> - 2003-09-21 22:38:43
|
Maciej Kalisiak wrote: >Is there any work being done on getting some font functionality into >PyOpenGL? I'm mostly interested in fonts for just plain OpenGL (i.e., >not GLUT, not GLContext... don't want to port my code, if I can help >it). > Realistically, no. I'm barely managing to find time to work on PyOpenGL once every couple of months with my new job, and then only for a few hours to try and integrate patches and/or work on fixing particular errors. Keep in mind that the code inside GLContext is available to rip out and use even if you don't want to use the rest of it. I tried to keep the code that actually does the rendering separate from the OpenGLContext scenegraph code. It provides polygonal (via TTFQuery/FontTools), anti-aliased bitmap (PyGame) and aliased bitmap (wxPython) font types. It does not, however, do anything with hinting. >If so, what type will they be? Lines? Polygonal? Texture-based? > > Again, nothing is planned for the core system (by me, anyway). OpenGLContext has code samples for doing all of those IIRC. >For the time being, until something official (and solid) comes out in >PyOpenGL, I've hacked myself a SWIG wrapper for a set of C functions >that do texture fonts, the ones described here: > http://www.opengl.org/developers/code/mjktips/TexFont/TexFont.html > >If anyone is interested, I can make it available. Drop me a line and >I'll try to clean it up before putting it up online. Be warned though, >it is just a quick SWIG wrap (and I just "learned" SWIG), *and* even the >original is not the cleanest, most robust C code either. A bit of >tweaking will likely be necessary. > > If you want, put a feature request on the site for linking to this module and I'll try to get to it when I find some time. Should really have links to all of the approaches we have available I suppose. Sigh. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: <mi...@na...> - 2003-09-21 19:03:12
|
On Sun, Sep 21, 2003 at 01:43:58PM -0400, Maciej Kalisiak wrote: > On Sun, Sep 21, 2003 at 03:09:46AM -0400, mi...@na... wrote: > > On Sun, Sep 21, 2003 at 12:06:54AM -0400, Maciej Kalisiak wrote: > > > I would encourage you strongly to refactor this a bit, to make it a > > > separate, stand-alone package, since it seems terribly useful and quite > > > robust. It seems like little work. Not only separate it from BZEngine, > > > but hopefully from pygame as well, to give it the largest application > > > > Patches welcome :) > > Heh. I won't have the time to do a complete, nicely polished package, > but perhaps the stuff I do for my own project might be of use to whoever > decides to go all the way. Is GLText.py code fairly stable now, or > does it still change quite a bit. It still needs better Unicode support (for example, searching for missing glyphs in other fonts) but aside from that and some polishing I think it's pretty much done. > > > Hinting is the process of tweaking a font's rendering a bit so stems of > > Ah, thanks. What is "escapement" then? Is it just the width of a > glyph? Oop, forgot that one. Escapement is a vector added to the 'pen' location when the glyph is drawn. Usually the x component is the 'width' and the y is zero. It's important to make a distinction between the escapement and the glyph width though, since there may be extra space between characters or there might be overlap. Then this leads into kerning... I'm no font guru, I've just used freetype a good bit and have read their documentation ;) > > > > I'm not too familiar with fonts in pygame, but my understanding is that > > > it only handles truetype fonts at the moment. Do you know if adding > > > support for general X11 fonts is in the plans, or even how hard a task > > > that is? (Murphy's Law says that soon enough I'll find that I must have > > > a given font, and it won't be .ttf... :) > > > > Well, GLText uses pygame's font capabilities, which is just a python binding > > for SDL_ttf. SDL_ttf is a simple wrapper for freetype, so it will handle any > > font format freetype can. This includes truetype, Postscript Type1, .pcf, > > windows fonts, and probably more. > > Oh. So I just have to pass it the full path to a .pcf file? Just tried > it; cool! Although when I tried it with helvetica, it seems it lacks > metrics on ascenders because all the letters don't line up on the > baseline, but are flushed to the top of the bounding box. Does this > sounds like a GLText.py bug or something upstream in SDL_ttf? I'd guess something in SDL_ttf. I've dealt with bitmapped fonts in .pcf files before in a freetype-based font engine I wrote a while ago. Freetype handled them fine. SDL_ttf hides all the metrics from GLText. > > > The downside of using SDL_ttf is that it hides most of the glyph metrics stored > > in the original font. The glyphs GLText stores will be padded to the font's > > line height rather than stored in tightly fitting bounding boxes. > > Hmm, basically sounds like helvetica is NOT padded. I also tried "modd" > font (character cell), and those were lined up. I guess the problem > is only with proportional fonts (Utopia had the problem as well). I > suppose it's not a big deal though.. these bitmapped fonts don't look > nearly as nice as the scalable ones. SDL_ttf probably wasn't written with bitmapped fonts in mind. When such high quality free truetype fonts exist, there's no reason to use X's fonts. Bitstream Vera looks beautiful and is OSS-friendly. Before Vera was released, I had been using some fairly nice fonts from the OpenOffice and Ghostscript projects. --Micah > > -- > "In a time of universal deceit, telling the truth is a revolutionary act." > -- George Orwell > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: Maciej K. <ma...@dg...> - 2003-09-21 17:43:52
|
On Sun, Sep 21, 2003 at 03:09:46AM -0400, mi...@na... wrote: > On Sun, Sep 21, 2003 at 12:06:54AM -0400, Maciej Kalisiak wrote: > > I would encourage you strongly to refactor this a bit, to make it a > > separate, stand-alone package, since it seems terribly useful and quite > > robust. It seems like little work. Not only separate it from BZEngine, > > but hopefully from pygame as well, to give it the largest application > > Patches welcome :) Heh. I won't have the time to do a complete, nicely polished package, but perhaps the stuff I do for my own project might be of use to whoever decides to go all the way. Is GLText.py code fairly stable now, or does it still change quite a bit. > Hinting is the process of tweaking a font's rendering a bit so stems of Ah, thanks. What is "escapement" then? Is it just the width of a glyph? > > I'm not too familiar with fonts in pygame, but my understanding is that > > it only handles truetype fonts at the moment. Do you know if adding > > support for general X11 fonts is in the plans, or even how hard a task > > that is? (Murphy's Law says that soon enough I'll find that I must have > > a given font, and it won't be .ttf... :) > > Well, GLText uses pygame's font capabilities, which is just a python binding > for SDL_ttf. SDL_ttf is a simple wrapper for freetype, so it will handle any > font format freetype can. This includes truetype, Postscript Type1, .pcf, > windows fonts, and probably more. Oh. So I just have to pass it the full path to a .pcf file? Just tried it; cool! Although when I tried it with helvetica, it seems it lacks metrics on ascenders because all the letters don't line up on the baseline, but are flushed to the top of the bounding box. Does this sounds like a GLText.py bug or something upstream in SDL_ttf? > The downside of using SDL_ttf is that it hides most of the glyph metrics stored > in the original font. The glyphs GLText stores will be padded to the font's > line height rather than stored in tightly fitting bounding boxes. Hmm, basically sounds like helvetica is NOT padded. I also tried "modd" font (character cell), and those were lined up. I guess the problem is only with proportional fonts (Utopia had the problem as well). I suppose it's not a big deal though.. these bitmapped fonts don't look nearly as nice as the scalable ones. -- "In a time of universal deceit, telling the truth is a revolutionary act." -- George Orwell |
From: <mi...@na...> - 2003-09-21 07:09:54
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On Sun, Sep 21, 2003 at 12:06:54AM -0400, Maciej Kalisiak wrote: > On Sat, Sep 20, 2003 at 09:08:18PM -0400, mi...@na... wrote: > > I wrote a relatively simple but effective "GLText" module for pybzengine. > > It's texture based, generally produces nicely hinted output, and has some > > Unicode support. > > > > No documentation, but there is LGPL'ed source at > > http://navi.picogui.org/svn/misc/trunk/pybzengine/BZEngine/UI/GLText.py > > Wow, very nice! I just took it for a spin. A bit of tweaking to disentangle > it from rest of BZEngine, but works like a charm now. I like that this > approach uses multiple textures per font; texfont was limited to a > single texture per font. Spiffy. > > I would encourage you strongly to refactor this a bit, to make it a > separate, stand-alone package, since it seems terribly useful and quite > robust. It seems like little work. Not only separate it from BZEngine, > but hopefully from pygame as well, to give it the largest application Patches welcome :) I'll probably get to this eventually, but currently I'm still at the stage of separating pybzengine from pybzflag so I can use it in another project easily. > area. I think pygame could be used to generate the fonts as a > standalone utility, just like in genfont in "texfonts", which could then > be pickled for use in apps which don't want to import pygame (e.g., in > my stuff I'm trying to limit the number of packages it relies on...). That would be a nice feature. With pybzengine this might already be possible, since it's Texture class is pickle-friendly. Would take some more work to make this work if GLText was standalone. For my own purposes I'd rather just keep this as-is, since the relevant parts of pybzengine are small and fairly general-purpose. > > I'm not super familiar with fonts. Could you elaborate a tiny bit on > some of the terms you use in the head comment in GLText.py? I'm > wondering about the full meaning of "proper hinting" and "escapement". Hinting is the process of tweaking a font's rendering a bit so stems of letters, for example, line up better on a pixel grid. Without hinting, fonts generally look a bit blurry and are hard to read at normal-looking sizes. GLText can keep fonts rendered at multiple sizes so commonly used sizes can be rendered with a one to one correspondance between pixels and texels. These common sizes can therefore be rendered with correct hinting rather than looking a little blurry due to relying on OpenGL's trilinear filtering. In the applications I've used this technique for, it has worked nicely. Small fonts are used at the same size they were rendered at, giving high quality output. Large fonts are scaled using trilinear filtering, but lack of hinting isn't noticeable. > > I'm not too familiar with fonts in pygame, but my understanding is that > it only handles truetype fonts at the moment. Do you know if adding > support for general X11 fonts is in the plans, or even how hard a task > that is? (Murphy's Law says that soon enough I'll find that I must have > a given font, and it won't be .ttf... :) Well, GLText uses pygame's font capabilities, which is just a python binding for SDL_ttf. SDL_ttf is a simple wrapper for freetype, so it will handle any font format freetype can. This includes truetype, Postscript Type1, .pcf, windows fonts, and probably more. The downside of using SDL_ttf is that it hides most of the glyph metrics stored in the original font. The glyphs GLText stores will be padded to the font's line height rather than stored in tightly fitting bounding boxes. This wastes a little VRAM, but prevents requiring real freetype bindings. --Micah > > -- > "If you sit down at a poker game and don't see a sucker, get up. You're > the sucker." > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |