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From: Mike C. F. <mcf...@ro...> - 2003-05-10 02:06:38
|
If you look at the PyOpenGL reference documentation on the Web site, you'll find (for many functions) a section at the end of the manpage containing a set of links to modules in OpenGL/Demo or OpenGLContext which use the particular functions defined on the page. At the moment, I'm linking to the CVS HEAD copy of the modules, but unfortunately, the ViewCVS script doesn't appear to allow for linking to particular lines, which makes the immediacy of the links considerably less. I'm considering finding a decent Python source-code colorizer and actually including the full text of the modules somewhere with the linked lines defined with anchors. That's going to be considerably more work, so it may windup taking quite a while for me to get around to it. Here is a direct link to one of the pages with samples: http://pyopengl.sourceforge.net/documentation/manual/glDepthFunc.3G.html Feedback and/or suggestions for how to make the links more useful welcome. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Rene D. <il...@ya...> - 2003-05-09 22:34:33
|
There's a couple of macosx binary packages around. Newer one: http://www.visionegg.org/install-macosx-details.html older one: http://redivi.com/~bob/ Evan Jones wrote: > On Friday, May 9, 2003, at 12:05 Canada/Eastern, Mike C. Fletcher wrote: > >> The distributed wrappers should, if I'm not mistaken, be sufficient >> for all platforms. There should definitely be a GLUerror present in >> the GLU module, the module initialization code (in the included >> wrappers) explicitly imports it into the module dictionary. Have you >> tried doing a completely clean install? That is, removing any >> previous versions, deleting the "build" subdirectory of the source >> tree, then building and installing? > > > Yes, I have tried a completely clean install. I've even tried using > "python setup.py build --force" with both swig 1.3.13 and swig 1.3.16. > The former gives me the same error, and the latter doesn't even get as > far (as expected). I'm wondering if it might be a problem with Mac OS > X's "two level namespace" thing. I might have to investigate that. > >> PS: are you working with Bernie on his Pythonic VR project, or is >> Python just taking over the entire Waterloo campus :) . Almost makes >> me want to go back. > > > Actually, no, Python is just taking over. I'm taking CS488: Intro to > Computer Graphics this semester, and it is being converted from Tcl/Tk > + OpenGL to Python/Tkinter + OpenGL, and I'm trying to get the > environment working on my Mac so I can work at home. > > -- > Evan Jones: http://www.eng.uwaterloo.ca/~ejones/ > "Computers are useless. They can only give answers" - Pablo Picasso > > |
From: Evan J. <ej...@uw...> - 2003-05-09 20:31:57
|
On Friday, May 9, 2003, at 12:05 Canada/Eastern, Mike C. Fletcher wrote: > The distributed wrappers should, if I'm not mistaken, be sufficient > for all platforms. There should definitely be a GLUerror present in > the GLU module, the module initialization code (in the included > wrappers) explicitly imports it into the module dictionary. Have you > tried doing a completely clean install? That is, removing any > previous versions, deleting the "build" subdirectory of the source > tree, then building and installing? Yes, I have tried a completely clean install. I've even tried using "python setup.py build --force" with both swig 1.3.13 and swig 1.3.16. The former gives me the same error, and the latter doesn't even get as far (as expected). I'm wondering if it might be a problem with Mac OS X's "two level namespace" thing. I might have to investigate that. > PS: are you working with Bernie on his Pythonic VR project, or is > Python just taking over the entire Waterloo campus :) . Almost makes > me want to go back. Actually, no, Python is just taking over. I'm taking CS488: Intro to Computer Graphics this semester, and it is being converted from Tcl/Tk + OpenGL to Python/Tkinter + OpenGL, and I'm trying to get the environment working on my Mac so I can work at home. -- Evan Jones: http://www.eng.uwaterloo.ca/~ejones/ "Computers are useless. They can only give answers" - Pablo Picasso |
From: Evan J. <ej...@uw...> - 2003-05-09 20:27:20
|
On Friday, May 9, 2003, at 13:31 Canada/Eastern, Richard Muller wrote: > Just tried a clean install, and still got the same problem: > > Traceback (most recent call last): > File "/Users/rpm/Python/SimpleOGL.py", line 6, in ? > from OpenGL.Tk import * > File "/sw/lib/python2.2/site-packages/OpenGL/Tk/__init__.py", line > 14, in ? > from OpenGL.GLU import * > File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", line > 32, in ? > GLUerror = __init___.GLUerror > AttributeError: 'module' object has no attribute 'GLUerror' Great! So I'm not on crack. The weird part is, I've talked to someone who said that they got it working. I'm getting them to email me a copy of their OpenGL directory and maybe that will help me figure it out. -- Evan Jones: http://www.eng.uwaterloo.ca/~ejones/ "Computers are useless. They can only give answers" - Pablo Picasso |
From: Richard P. M. <rp...@wa...> - 2003-05-09 18:27:29
|
I put together a very simple module to render balls and sticks in an Tk/OpenGL window called BallStickOGL.py. It's only 100 lines of code, and was inspired by looking through some of the other demos that were distributed with PyOpenGL. Using this demo, I put together a simple molecular renderer called xyz_render_ogl.py. It takes another 150 lines of code, but then allows some pretty nice ball-and-stick pictures of molecules to be visualized. I've attached a structure file for the protein crambin. You don't want to try this on a slow machine (computing all of the pairwise distances in python is a time-sink) but it's surprisingly fast, really (much faster than jmol for crambin). I also attached a screenshot of what the whole thing looks like, after a bit of rescaling. I would be glad to have this demo added to the PyOpenGL demos, if the powers that be believe it would be helpful to other people. Rick -- Richard P. Muller, Ph.D. rp...@wa... http://www.wag.caltech.edu/home/rpm |
From: Richard M. <rp...@wa...> - 2003-05-09 17:32:52
|
Just tried a clean install, and still got the same problem: Traceback (most recent call last): File "/Users/rpm/Python/SimpleOGL.py", line 6, in ? from OpenGL.Tk import * File "/sw/lib/python2.2/site-packages/OpenGL/Tk/__init__.py", line 14, in ? from OpenGL.GLU import * File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", line 32, in ? GLUerror = __init___.GLUerror AttributeError: 'module' object has no attribute 'GLUerror' On Friday, May 9, 2003, at 09:05 AM, Mike C. Fletcher wrote: > The distributed wrappers should, if I'm not mistaken, be sufficient > for all platforms. There should definitely be a GLUerror present in > the GLU module, the module initialization code (in the included > wrappers) explicitly imports it into the module dictionary. Have you > tried doing a completely clean install? That is, removing any > previous versions, deleting the "build" subdirectory of the source > tree, then building and installing? > Rick Muller rp...@wa... http://wag.caltech.edu/home/rpm |
From: Mike C. F. <mcf...@ro...> - 2003-05-09 16:06:09
|
The distributed wrappers should, if I'm not mistaken, be sufficient for all platforms. There should definitely be a GLUerror present in the GLU module, the module initialization code (in the included wrappers) explicitly imports it into the module dictionary. Have you tried doing a completely clean install? That is, removing any previous versions, deleting the "build" subdirectory of the source tree, then building and installing? Good luck, Mike PS: are you working with Bernie on his Pythonic VR project, or is Python just taking over the entire Waterloo campus :) . Almost makes me want to go back. Evan Jones wrote: > On Friday, May 9, 2003, at 00:49 Canada/Eastern, Rene Dudfield wrote: > >>> Traceback (most recent call last): >>> File >>> "/sw/lib/python2.2/site-packages/OpenGL/Demo/NeHe/lesson1.py", line >>> 42, in ? >>> from OpenGL.GLU import * >>> File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", >>> line 32, in ? >>> GLUerror = __init___.GLUerror >>> AttributeError: 'module' object has no attribute 'GLUerror' >> ... > I was actually not building with swig at all. I was assuming that the > prebuilt wrappers would be sufficient. Is this not true? Are the > prebuilt wrappers only for a specific platform or something? ... _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Evan J. <ej...@uw...> - 2003-05-09 14:22:38
|
On Friday, May 9, 2003, at 00:49 Canada/Eastern, Rene Dudfield wrote: >> Traceback (most recent call last): >> File "/sw/lib/python2.2/site-packages/OpenGL/Demo/NeHe/lesson1.py", >> line 42, in ? >> from OpenGL.GLU import * >> File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", line >> 32, in ? >> GLUerror = __init___.GLUerror >> AttributeError: 'module' object has no attribute 'GLUerror' > Which swig are you building with? > You should use 1.3.13 I was actually not building with swig at all. I was assuming that the prebuilt wrappers would be sufficient. Is this not true? Are the prebuilt wrappers only for a specific platform or something? Thanks, Evan -- Evan Jones: http://www.eng.uwaterloo.ca/~ejones/ "Computers are useless. They can only give answers" - Pablo Picasso |
From: Rene D. <il...@ya...> - 2003-05-09 07:38:23
|
Mike C. Fletcher wrote: > I'm having a crazy idea: > > Since we have the documentation process functional again, I'm > thinking it might be interesting to add a section to the online > documentation such that each function reference would have links to > source code demonstrating the particular function (and/or particular > flags for a particular function). Sounds good. Could just have a list of all the sources from the Demo directory which include that text. The demos would have to be online where they are linkable to directly somewhere of course. > > There are, I believe, rather a large number of sources that might be > used for this procedure. Obviously the PyOpenGL Demo and > OpenGLContext code bases are available (the links would be to the > online CVS copies of the particular modules in which the function > occurs whereever possible (or maybe that should be a hard > requirement, for immediacy's sake)), but I'm thinking it would be > really cool to include code from larger numbers of projects, to > allow for greater coverage of the specification. > > It might also be useful for the various PyOpenGL projects to have a > simple "uses PyOpenGL" advertising page. Not sure how many projects > there really are at the moment, but we'll see I suppose.... (long > period of searching) Here's the list I've been able to find so far > (I've included everything I've found, regardless of the license, so > only some would be available for use as sample code): There's some more here: http://www.py3d.org/py3d_zwiki/Python3dLinks Not all are pyopengl, some are python and 3d of some kind. |
From: Mike C. F. <mcf...@ro...> - 2003-05-09 05:27:08
|
I'm having a crazy idea: Since we have the documentation process functional again, I'm thinking it might be interesting to add a section to the online documentation such that each function reference would have links to source code demonstrating the particular function (and/or particular flags for a particular function). There are, I believe, rather a large number of sources that might be used for this procedure. Obviously the PyOpenGL Demo and OpenGLContext code bases are available (the links would be to the online CVS copies of the particular modules in which the function occurs whereever possible (or maybe that should be a hard requirement, for immediacy's sake)), but I'm thinking it would be really cool to include code from larger numbers of projects, to allow for greater coverage of the specification. It might also be useful for the various PyOpenGL projects to have a simple "uses PyOpenGL" advertising page. Not sure how many projects there really are at the moment, but we'll see I suppose.... (long period of searching) Here's the list I've been able to find so far (I've included everything I've found, regardless of the license, so only some would be available for use as sample code): * VisionEgg, produces stimuli for vision research experiments -- http://www.visionegg.org/ * PyschoPy, package for creating psychology stimuli in Python -- http://psychpy.sourceforge.net/ * Kiva (part of Chaco), a display PDF engine which can use PyOpenGL as back-end -- http://www.scipy.org/site_content/chaco * PyUI, a Python UI toolkit including a PyOpenGL back-end -- http://pyui.sourceforge.net/ * Glinter, a GLUT-based Tkinter-like UI system -- http://glinter.sourceforge.net/ * PyMol, Molecular visualisation software, written primarily in C, but with some support for using PyOpenGL -- http://pymol.sourceforge.net/ * PyRO, robotics and AI exploration toolkit -- http://emergent.brynmawr.edu/wiki/index.cgi/Pyro * UFO, a small sample application created while learning PyOpenGL -- http://mechanicalcat.net/tech/ufo/ * PyRPG, a 3D role-playing game -- http://starship.python.net/crew/timehorse/pyRPG/pyrpg-news.html * Runar Tenjford's NURBs library (PyOpenGL used for demos only AFAICS) -- http://runten.tripod.com/NURBS/ * Nate Robin's demos, ported by Roberto Lopez-Gulliver -- http://www.mic.atr.co.jp/~gulliver/PyOpenGL/ * Battle Tech Total Control, a game implementing "Battle Tech Level 2" rules -- http://bttotalcontrol.sourceforge.net/ * RoboScout project, apparently an ECE course or sub-course, PyOpenGL is installed as part of the required software -- http://roboscout.ece.olin.edu/RoboScout%20Project/ * CCDC Conquest, a crystallographic database browser with 3D viewing widget (togl I believe) -- http://www.ccdc.cam.ac.uk/prods/conquest/index.html (proprietary, so not likely able to use source for examples) * threeDS, 3DStudio model viewer -- http://www.demonseed.net/~jp/code/threeDS/ * PovTalk, "natural language" 3D scene generator -- http://homepages.ihug.co.nz/~synopsis/computing/main.html * chess, GLUT-based + twisted.spread chess board -- http://braznet.com/david/python/chess.html * OpenGLContext, a learning environment for PyOpenGL -- http://pyopengl.sourceforge.net/context/ Obsolete/discontinued/lost software: * (frozen, not sure it's actually using PyOpenGL) Era of Mages, real-time strategy game -- http://eom.sourceforge.net/ * (obsolete?) Piddle, 2D graphics engine, used to have a PyOpenGL back-end -- http://piddle.sourceforge.net/ * (lost or obsolete?) Deja Vu, a general purpose 3D viewer -- no longer available AFAICS * (obsolete?) PyRAF, what is this software? seems to be a command-line data-analysis system which used to use PyOpenGL for graphics * (lost) Subdivision Surface demo -- http://www.cg.cs.tu-bs.de/people/havemann/SubdivDemo If you know of other projects, let me know. I'll look at putting together a page sometime tomorrow. I may include a list of links to e.g. GUI libraries that work with PyOpenGL, other OpenGL/3D Python projects or the like as well. Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Rene D. <il...@ya...> - 2003-05-09 04:49:59
|
Evan Jones wrote: > Actually, to be more specific, it's a problem with the OpenGL/GLU > module. I get the following error when I try and run any of the demos > that import it. The demos in OpenGL/Demos/GLE all work flawlessly. > > > Traceback (most recent call last): > File "/sw/lib/python2.2/site-packages/OpenGL/Demo/NeHe/lesson1.py", > line 42, in ? > from OpenGL.GLU import * > File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", line > 32, in ? > GLUerror = __init___.GLUerror > AttributeError: 'module' object has no attribute 'GLUerror' > > > Now, I will admit that I'm trying to build on a bizarre configuration, > although when I built the "default" configuration it still failed with > the same error (although I'll double check this tomorrow). I'm using > Fink's Python (2.2.2) and I'm trying to build Togl. If I use "nm" on > the __init___.so, it doesn't show any "GLUerror" symbol, although the > .so in OpenGL/GL DOES have that symbol defined. > > Any ideas? > > Thank you for your assistance, > > Evan Jones > Which swig are you building with? You should use 1.3.13 |
From: Evan J. <ej...@uw...> - 2003-05-09 03:22:31
|
Actually, to be more specific, it's a problem with the OpenGL/GLU module. I get the following error when I try and run any of the demos that import it. The demos in OpenGL/Demos/GLE all work flawlessly. Traceback (most recent call last): File "/sw/lib/python2.2/site-packages/OpenGL/Demo/NeHe/lesson1.py", line 42, in ? from OpenGL.GLU import * File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", line 32, in ? GLUerror = __init___.GLUerror AttributeError: 'module' object has no attribute 'GLUerror' Now, I will admit that I'm trying to build on a bizarre configuration, although when I built the "default" configuration it still failed with the same error (although I'll double check this tomorrow). I'm using Fink's Python (2.2.2) and I'm trying to build Togl. If I use "nm" on the __init___.so, it doesn't show any "GLUerror" symbol, although the .so in OpenGL/GL DOES have that symbol defined. Any ideas? Thank you for your assistance, Evan Jones -- Evan Jones: http://www.eng.uwaterloo.ca/~ejones/ "Computers are useless. They can only give answers" - Pablo Picasso |
From: Mike C. F. <mcf...@ro...> - 2003-05-09 00:10:42
|
Jack Jansen wrote: ... > As of python 2.3b1 PyOpenGL is in the MacPython Package Manager, so > installing it is simply the press of a button. Yay! Will cross that off my list of "things to resolve before 2.0.1" :) . Have fun, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Richard M. <rp...@wa...> - 2003-05-08 23:33:36
|
I'm having a hard time getting PyOpenGL to run on MacOS X. The package builds/installs without problems, but when I try to run something that imports OpenGL.GLU, I get the error: Traceback (most recent call last): File "/Users/rpm/Python/SimpleOGL.py", line 6, in ? from OpenGL.Tk import * File "/sw/lib/python2.2/site-packages/OpenGL/Tk/__init__.py", line 14, in ? from OpenGL.GLU import * File "/sw/lib/python2.2/site-packages/OpenGL/GLU/__init__.py", line 32, in ? GLUerror = __init___.GLUerror AttributeError: 'module' object has no attribute 'GLUerror' Does anyone know how to hack around this? Thanks in advance. R. Rick Muller rp...@wa... http://wag.caltech.edu/home/rpm |
From: Jack J. <Jac...@or...> - 2003-05-08 17:33:14
|
On donderdag, mei 8, 2003, at 17:54 Europe/Amsterdam, Mike C. Fletcher wrote: > We are also wanting to provide binary releases for most platforms. If > you are interested in acting as a binary-release packager for a > platform, please let us know. In particular, we are without packagers > for Mac OS-X, [...] As of python 2.3b1 PyOpenGL is in the MacPython Package Manager, so installing it is simply the press of a button. -- - Jack Jansen <Jac...@or...> http://www.cwi.nl/~jack - - If I can't dance I don't want to be part of your revolution -- Emma Goldman - |
From: Mike C. F. <mcf...@ro...> - 2003-05-08 15:57:01
|
PyOpenGL Release 2.0.1.04 is now available from the PyOpenGL web site. This is the first beta in the 2.0.1 bug-fix release series. Most of the bug fixes focus on the build system, though there have been a number of memory leaks and operational errors fixed as well. Users of the library are encouraged to download and attempt to build the source archive on their platform for testing, to ensure that the library is functional on that platform before the final 2.0.1 release. There will likely be at least one more beta release in this series, to incorporate feedback collected during the first beta. For most platforms, we would like the build process to consist of installing dependencies, then running: python setup.py install with it being acceptable, but not desirable, to have to alter the platform's .cfg file, in the case of platforms where there is no standard system layout available. If the process is more involved for your platform, please send a message to pyo...@li... describing the process required for your platform, and any suggestions for how to make the process for streamlined for your platform. We are also wanting to provide binary releases for most platforms. If you are interested in acting as a binary-release packager for a platform, please let us know. In particular, we are without packagers for Mac OS-X, the proprietary Unix variants, and BSD-Unix. Packagers for particular Linux distributions would also be welcome. Where to get the release: http://pyopengl.sourceforge.net/ Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2003-05-02 19:21:14
|
Hi again Andreas, did you try following the instructions here (i.e. please tell us yes or no, so that we can help you track down the problem if the answer is yes)?: http://pyopengl.sourceforge.net/documentation/py2exe.html Enjoy, Mike Andreas Klostermann wrote: > Hi! > > I tried to get my OpenGl Game to a windows executable, so I wrote a > simpla setup.py as suggested in the docs. The Game itself uses Pygame > for all Image loading, Event processing etc. I have already successfully > used py2exe with Pygame, using the exact same "build" constellation > (Python 2.2, latest Pygame, Numeric, Numarray, PyOpenGL, etc all > binaries) > I get this warning: ... > warning: py2exe: * The following modules were not found: > warning: py2exe: * GL.__numeric_support__ > warning: py2exe: * GL.__numeric_present__ ... _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Andreas K. <blu...@we...> - 2003-05-02 18:48:50
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Hi! I tried to get my OpenGl Game to a windows executable, so I wrote a simpla setup.py as suggested in the docs. The Game itself uses Pygame for all Image loading, Event processing etc. I have already successfully used py2exe with Pygame, using the exact same "build" constellation (Python 2.2, latest Pygame, Numeric, Numarray, PyOpenGL, etc all binaries) I get this warning: Built File dist\pyroads\pyroads.exe removing 'build\bdist.win32\winexe' (and everything under it) warning: py2exe: could not parse version number '' No VersionInfo will be created warning: py2exe: ************************************************************************* warning: py2exe: * The following modules were not found: warning: py2exe: * GL.__numeric_support__ warning: py2exe: * GL.__numeric_present__ warning: py2exe: * Image warning: py2exe: * OpenGL.GLU.gluPickMatrix warning: py2exe: * FXPy warning: py2exe: ************************************************************************* Which is not so important as I don't use numeric (too slow in 3d Vectors), Image, the PickMatrix or FXPy. Running the resulting exe gives me: Traceback (most recent call last): File "<string>", line 3, in ? File "imputil.pyc", line 132, in _import_hook File "<string>", line 70, in _finish_import File "imputil.pyc", line 316, in _load_tail File "imputil.pyc", line 271, in _import_one File "<string>", line 128, in _process_result File "OpenGL\GLU\__init__.pyc", line 31, in ? AttributeError: 'module' object has no attribute 'GLUerror' Needless to say: this does not happen when I run it in the installed Python Interpreter... |
From: Mike C. F. <mcf...@ro...> - 2003-05-02 05:51:41
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I'm wondering if someone who both has a Sun/Solaris box and has compiled PyOpenGL could let me know: * does PyOpenGL compile out of the box with the current CVS version? * if not, what needs to change? if you don't know, that's okay, still need to know if it compiles at all. * if so, what configuration/setup was required to build (or is known to work)? I've got a bug report which mentions suggested changes by Todd Alan Pitts, and changes to a makefile (AFAIK we don't have a makefile! the changes look like simple additions to the platform .cfg file, btw). I'd like to figure out whether this is an isolated incident or a general failure for the platform (and, along the way, help David get the thing compiled :) ). https://sourceforge.net/tracker/index.php?func=detail&aid=716481&group_id=5988&atid=105988 I don't have a sun/solaris box on which to test, so please be fairly explicit in any build instructions, as I'll just be passing them along to other users on the "installation" web-page. Thanks all, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2003-05-01 02:49:26
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Your code works (though it doesn't actually use the tex coords) on 2.0.1.04 (CVS) version of PyOpenGL. You can find lots of samples of glTexCoordPointer in OpenGLContext (though normally the d, rather than the f variant). Here's a sample of use from the indexedpolygons geometry node: def _enableTextures( self ): """Enable the normal array if possible""" tex = self.texCoord if tex: tex = tex.point if tex: glTexCoordPointerd( tex ) glEnableClientState( GL_TEXTURE_COORD_ARRAY ) return 1 Note: had to change the drawing line in your code to: glDrawElementsui( GL_QUADS, indicies) but since that's after the error you were seeing I doubt that was the problem. I'm assuming you've moved on since this email (it's been sitting in my "should check out what's going on here pile" for too long, sorry about that), if not, let me know and I'll put it back in the hopper. Enjoy, Mike Sean Riley wrote: >Hello, > >I can't get glTexCoordPointer to work in PyOpenGL. I have tried every >variation of it and parameters to it and setup states, but I always get this >error: > >$ python texcoords.py >Traceback (most recent call last): > File "texcoords.py", line 15, in display > glTexCoordPointerf(texcoords) >OpenGL.GL.GLerror: [Errno 1282] invalid operation > > >Here is a simple program that demonstrates it in action. > >#--------------- begin code ------------------------ >import sys > >from OpenGL.GL import * >from OpenGL.GLUT import * > >points = [ (100,100), (200,100), (200,200), (100,200) ] >indicies = (0,1,2,3) >texcoords = [ (0.0, 0.0), (1.0, 0.0), (1.0, 1.0), (0.0, 1.0) ] > > >def display(): > glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) > > glVertexPointerf(points) > glTexCoordPointerf(texcoords) > glDrawElements( GL_QUADS, indicies) > > glutSwapBuffers() > >glutInit(sys.argv) >glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH) >glutInitWindowSize(400,400) >glutCreateWindow('texcoords') >glOrtho(0,400,0,400,0,1) > >glutDisplayFunc(display) >glutMainLoop() > >#--------------- end code ------------------------ > >Has anyone else actually gotten this funationality to work? It is not used >at all in the examples provided with the distribution. > > ... _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Mike C. F. <mcf...@ro...> - 2003-05-01 02:28:34
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Okay, I just fixed this one. I didn't do anything fancy, just limited total scaling to within 1:1000 through 1000:1 of current scale. I'm unable to provoke the situation of pushing past the focus point with the current code, though I could imagine having it occur just through successively scaling in so that the scale just disappears entirely (i.e. the floating-point value becomes so small as to be effectively 0), but if you're zooming in that far, well, expect problems. Enjoy all, Mike Maciej Kalisiak wrote: >There's a small bug/feature in the Opengl class' tkScale() method. There is no >guarantee that "0.01 * (event.y - self.ymouse)" will be < 1... in fact, if you >move the mouse fast enough, it is possible for it to be larger than 1, giving >`scale' < 0. This causes the eye point to whip past the centerpoint (i.e., the >point being looked at) and look at it from behind. > > _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: SourceForge.net <no...@so...> - 2003-04-30 09:00:01
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Feature Requests item #730088, was opened at 2003-04-30 02:00 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=730088&group_id=5988 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Solaris/sunos Initial Comment: PyOpenGL currently doesn't compile on suns. It would be nice if it did. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=730088&group_id=5988 |
From: Mike C. F. <mcf...@ro...> - 2003-04-28 04:52:34
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Mea culpa (I wrote the (wrong) instructions), Since my development machine hasn't been rebuilt in... ages... I had an old copy of the Tcl/Tk headers and libs stored in my Python 2.2.2 directory. I'd thought they were part of Python, but apparently not! I'm working to figure out what precisely was needed to get them (I'm pretty sure the summary is something like "Install ActiveTCL/Tk, make the headers and libs show up on the include and lib paths, but I'll have to nuke a lot of stuff to confirm that). Also going to try to figure out a problem that John Turner was reporting that appears to be a version conflict with the switch to Togl 1.6. If someone who's built from scratch (fresh install of Python, no Tcl/Tk installed previously) wants to submit instructions on building, please feel free. Enjoy yourselves, Mike Ren, Zhen wrote: >Hi, there, > >I am trying to install PyOpenGL on Windows by following this instruction: >http://pyopengl.sourceforge.net/documentation/installation.html > >In the "Binary-Package Install" section second bullet - install Tcl/Tk: > >Tcl/Tk appropriate for your Python version (automatic in Python 2.2.x) >1) For older Python's you need to install the Tcl/Tk version that came with that version of Python in order to build the Togl component for Tkinter >2) Add Tk's bin directory to your path so the build process can find it >3) Copy Tk's include directory to your Python include directory (i.e. python152/include) > >So, once I have installed Python 2.2.2, Tcl/Tk is already included. However, where is Tk's bin directory and where is Tk's include directory? Should I add Tk's bin directory to my path so the build process can find it and copy Tk's include directory to my Python include directory? Or these instructions are optional, for older Python only? > >Thanks. > >Zhen > > > >------------------------------------------------------- >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 > > > -- _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: Jan H. <jha...@ea...> - 2003-04-28 03:40:17
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I am creating a little image generator that uses a curve to create a path for the GLE extrusion. http://www.jch.com/jch/art/misc/twistApr03.jpg I started out using conesave.py and that served me well for a bit. It had a button and it saved an image. Now I need more of a UI and I need to drag control points & lights & everything. I'm having trouble understand how GLUT & Tkinter fit together in conesave. Is there a better demo to start with? YON - Jan C. Hardenbergh - http://www.jch.com/jch |
From: Ren, Z. <zr...@am...> - 2003-04-25 18:14:46
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Hi, there, I am trying to install PyOpenGL on Windows by following this = instruction: http://pyopengl.sourceforge.net/documentation/installation.html In the "Binary-Package Install" section second bullet - install Tcl/Tk: Tcl/Tk appropriate for your Python version (automatic in Python 2.2.x) 1) For older Python's you need to install the Tcl/Tk version that came = with that version of Python in order to build the Togl component for = Tkinter=20 2) Add Tk's bin directory to your path so the build process can find it=20 3) Copy Tk's include directory to your Python include directory (i.e. = python152/include) So, once I have installed Python 2.2.2, Tcl/Tk is already included. = However, where is Tk's bin directory and where is Tk's include = directory? Should I add Tk's bin directory to my path so the build = process can find it and copy Tk's include directory to my Python include = directory? Or these instructions are optional, for older Python only? Thanks. Zhen |