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From: SourceForge.net <noreply@so...> - 2004-09-29 22:02:29
|
Feature Requests item #458589, was opened at 2001-09-05 01:47 Message generated for change (Comment added) made by madact You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=458589&group_id=5988 Category: new module Group: v2.1 Status: Open Resolution: None Priority: 3 Submitted By: Mike C. Fletcher (mcfletch) Assigned to: Tarn Weisner Burton (twburton) Summary: Real Time Shadow Library Initial Comment: A wrapper for a library similar to http://reality.sgi.com/mjk/tips/rts/ would be very cool. I'm guessing there are better libraries somewhere, but I haven't found them with some preliminary searching. ---------------------------------------------------------------------- Comment By: Yuri Vilmanis (madact) Date: 2004-09-29 13:03 Message: Logged In: YES user_id=846917 Please do... this is something (most) free engines & scenegraphs dont even have. BTW, the link is dead - was this lib shadow maps or stencil buffer? ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2001-09-05 21:32 Message: Logged In: YES user_id=34901 Let's ask Mark for a clarification of the license, my reading is that it's fine, but we'll make sure before we go ahead with it. ---------------------------------------------------------------------- Comment By: Tarn Weisner Burton (twburton) Date: 2001-09-05 01:58 Message: Logged In: YES user_id=21784 This was already done back in 2.0a2, and killed in 2.0a3. I killed it because I wasn't sure about the license. It has the same license as GLUT. Do you me want to resurrect it? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=458589&group_id=5988 |
From: fulko <vwf@fv...> - 2004-09-25 07:00:59
|
Hello, I often use GL within GTK. Gtkgl died quietly, and now I have to choose between gtkglext or gtkglarea. Gtkglext can be used as almost a drop-in replacement, but gtkglarea seems to have some promising features too. Can someone explain the differences and what is important for choosing one. Thanks, Fulko |
From: Y S <yury1854@ho...> - 2004-09-24 22:50:20
|
This looks really nice. Thank you Shane. When I get around to it, I'll glance at the tessellations. -Yury _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Mike C. Fletcher <mcfletch@ro...> - 2004-09-24 17:30:54
|
Well, I wrote it, so I'm biased ;) , but I normally use VRML97 and load it with OpenGLContext. Under the covers the various OpenGLContext scenegraph nodes are creating (normally array-based) representations of the loaded geometry in very OpenGL-friendly formats. VRML97 can be generated by quite a considerable number of modelers, including the free (but very-weird if you're an old AutoCAD/3DS/3DSMax/Maya modeler like me) Blender. You could quite conceivably rip the parsing + pre-rendering-processing code out of OpenGLContext if you want to import into your own scenegraph model (it's all BSD-licensed). 3DS files, btw, are often exportable from other modelers, 3DSMax is just about as foreign to 3DS as any other modeler. I believe there may be some Quake-style map importers, but I've long since lost track of those projects. I believe the University of Waterloo computer graphics course has a .obj to PyOpenGL importer kicking about somewhere, but I don't think they've released the source code. Good luck, Mike Y S wrote: ... > If anyone has any suggestions about a good way to import 3D models to > use in Python with PyOpenGL, I would appreciate the feedback. Thank you. ... ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Shane Holloway (IEEE) <shane.holloway@ie...> - 2004-09-24 17:14:17
|
Yury, I haven't gotten a chance to wrap 3DS files, but I do have a good start on loading the geometry from Lightwave Object 5.0 files and Wavefront OBJ files. They're covered by a BSD style license, so you should be able to use them wherever you want. Right now, I have a tessellation problem for large polygons; I simply haven't had the time to update the code to use the GLU tessellator objects. Also included in our toolbag is a triangle stripification algorithm. See if you like it. http://techgame.net/projects/Runeblade/browser/trunk/RBRapier/RBRapier/Formats/ http://techgame.net/projects/Runeblade/browser/trunk/RBRapier/RBRapier/Tools/Geometry/Analysis/ Hope that helps you (and maybe some others!) I'd love patches, too, if you have time to create them. Thanks, -Shane Y S wrote: > Hello, > > I am a long time programmer, but just recently started working with > PyOpenGL. I am designing an isometric 3D (true rendered 3D) game. I ran > into a road block and would like some suggestions. I need to import 3D > models from files and render them. I have had very limited success. I > did some research and found several utilities. A small 3DS loader, but I > do not really want to use 3DS files as I am not a huge fan of 3D Studio > Max. In addition, I had trouble getting it to work. I also found > PyCal3D, but apparently that's been dead for a while. I managed to grab > a copy of the source from archive.org, but I would prefer to use > something that is still being developed or completed, rather than dead > in early alpha. > > If anyone has any suggestions about a good way to import 3D models to > use in Python with PyOpenGL, I would appreciate the feedback. Thank you. > > -Yury > > P.S. Is PyCal3D really dead? If so, why? I did an extensive search, but > found nothing. |
From: Y S <yury1854@ho...> - 2004-09-24 08:46:11
|
Hello, I am a long time programmer, but just recently started working with PyOpenGL. I am designing an isometric 3D (true rendered 3D) game. I ran into a road block and would like some suggestions. I need to import 3D models from files and render them. I have had very limited success. I did some research and found several utilities. A small 3DS loader, but I do not really want to use 3DS files as I am not a huge fan of 3D Studio Max. In addition, I had trouble getting it to work. I also found PyCal3D, but apparently that's been dead for a while. I managed to grab a copy of the source from archive.org, but I would prefer to use something that is still being developed or completed, rather than dead in early alpha. If anyone has any suggestions about a good way to import 3D models to use in Python with PyOpenGL, I would appreciate the feedback. Thank you. -Yury P.S. Is PyCal3D really dead? If so, why? I did an extensive search, but found nothing. _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Mike C. Fletcher <mcfletch@ro...> - 2004-09-21 12:16:44
|
If you're looking for something simple-to-program, you'll likely want to go with one of the scenegraph-based systems, rather than raw OpenGL. OpenGLContext has a demo wherein a rotating cube is stopped/started by clicking on a wxPython button. With something like OpenGLContext, you create a (VRML97 for OpenGLContext) scene with your 3D modeler, giving each car/cone a DEF name in your modeler that you then access from your simulation code to get pointers to the Transform nodes. Setting someTransform.translation and someTransform.rotation then lets you move/rotate individual cars. Depending on how you want to drive the animation, you can either use an internal timer (i.e. one provided by the scenegraph library) or just drive the animation(s) from a wxPython one. The wx_with_controls.py sample mentioned uses a scenegraph timer (they tend to be more flexible, offering speed control, start/stop/reverse and the like), but if you know wxPython already it shouldn't be too hard to translate that to wxPython operations. To give you an idea, this is what the sample is doing to get it's (very basic) animation: def OnTimerFraction( self, event ): """Update our rotation from the timer event""" self.sg.children[0].rotation = ( 0,1,0,event.fraction()* 3.14149*2 ) def OnButtonPause( self, event ): """Handle the wxPython event from our button""" if self.rotating: self.time.pause() else: self.time.resume() self.rotating = not self.rotating the events that come in are scenegraph events, not wxPython events there. In the first method, a particular node in the scenegraph is rotated about the 0,1,0 axis, with its rotation as a function of the fraction() of the time-cycle represented by the event. The OnButtonPause method is taking a wxPython event and using it to modify the Timer (i.e. pause/resume it). The scenegraph engine takes care of scheduling redraws when the scenegraph is changed. The same basic idea works for any scenegraph engine, such as Pivy, Vpython, or the like, though I don't know of any others which are able to run under wxPython. If that isn't a hard requirement, your choice of scenegraph platforms expands significantly. Note: if you're intending to use multiple windows, wxPython likely isn't a good choice ATM, as it has a bug that makes multiple window interactions nonfunctional. My personal recommendation for something this small would probably be Vpython, which is targeted at those looking to create simple educational simulations. Oh, I realise this is a long shot, but if your goal is court rendering, be very careful and read a lot, there's quite a few non-intuitive rules surrounding that stuff. If you really do want to program "to the metal" in raw OpenGL, then expect to be storing a model of your system somewhere (i.e. position/location for each thing), and during rendering of each frame, use that model to control the creation of the transformation matrix for each object (and be sure to push/pop the matrix stack for each object). That's what the scenegraph is doing for you under the covers, of course. Enjoy yourself, Mike AP Meyer wrote: > Dear PyOpenGL users > > For a simulation project I would like to use the wxPython GLCanvas for > animated visualisation. ... ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: AP Meyer <a.p.meyer@fe...> - 2004-09-21 09:00:00
|
Dear PyOpenGL users For a simulation project I would like to use the wxPython GLCanvas for animated visualisation. To start with, I have a wxPython frame with some cone and cube that can be rotated on user interaction. For teh simulation, however, I need to move objects around in an environment (imagine cars riding on streets). Would somebody from one of these lists be so kind as to direct me to example code for creating and moving objects in a GLCanvas, please? What I imagine to see in my visualisation are moving blocks (cars) inside transparent spheres, with transparent cones attached (representing the view field) and arrows (for direction and speed). The goal is to demonstrate how cars navigate to avoid traffic jams and accidents. The attached image of a first Tkinter 2D version gives an impression (and motivation to go for something nicer...). Thanks for your support Andre -- ------------------------------------------------------------------------------ The disclaimer that applies to e-mail from TNO Physics and Electronics Laboratory can be found on: http://www.tno.nl/disclaimer/email.html ------------------------------------------------------------------------------ |
From: SourceForge.net <noreply@so...> - 2004-09-21 08:34:22
|
Feature Requests item #661691, was opened at 2003-01-03 16:54 Message generated for change (Comment added) made by drapmeyer You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 Category: GL Group: v2.2 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: OpenGL is at 1.4 Initial Comment: Currently, OpenGL is at version 1.4. It sure would be nice to access the new features from withion Python. ---------------------------------------------------------------------- Comment By: Andre Meyer (drapmeyer) Date: 2004-09-21 10:34 Message: Logged In: YES user_id=720466 So what about OpenGL 2.0? http://www.opengl.org/documentation/spec.html http://www.opengl.org/documentation/opengl_current_version.html ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-10-23 17:00 Message: Logged In: YES user_id=34901 Not dead AFAIK, we just released a new version 2 or 3 days ago ;) . That said, the primary developer (me) is not particularly flush for time to work on PyOpenGL, so I'm mostly acting as manager, rather than developer these days. I'd *love* to see the extensions for 1.4 added, but unless someone decides to pay my employer for me to work on PyOpenGL (which really doesn't seem likely), or someone with far more time steps up to do the work, the development is going to be slow. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-23 15:41 Message: Logged In: NO i love pyopengl, it is great! but is it dead? why isn't opengl 1.4 supported? and why isn't there a win32 installer for python 2.3? ---------------------------------------------------------------------- Comment By: Mike C. Fletcher (mcfletch) Date: 2003-01-07 14:06 Message: Logged In: YES user_id=34901 Agreed, want to submit a patch ;) . ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=355988&aid=661691&group_id=5988 |
From: Patrick Hartling <patrick@13...> - 2004-09-20 15:59:05
|
On Mon, 2004-09-20 at 11:35 -0400, Yuichi Sakano wrote: > Hi. >=20 > My previous mail seems to have lacked some information. Sorry. >=20 > I'm using a pair of liquid crystal shutter glasses (closing the=20 > shutters in front of the eyes alternately synchronizing with the CRT=20 > refresh rate). So, I'd like to present the graphics for the left and=20 > right eyes alternately synchronizing with the CRT refresh rate. By combining PyOpenGL with PyJuggler (http://www.vrjuggler.org/pyjuggler/), you can get support for this type of stereoscopic rendering without any special coding. The enabling and disabling of stereo happens at the configuration level rather than at the application level. Unfortunately, the most recent releases of VR Juggler and PyJuggler have not been tested on Mac OS X because I don't have access to any OS X machine. I'm trying to make use of the SourceForge compile farm's OS X machines to address this limitation, but there have been login problems with the compile farm during this past week. Even then, I don't have access to OS X 10.3--only 10.1 and 10.2. As a fair warning, VR Juggler has fundamentally different goals than GLUT, so the use of VR Juggler may not meet your expectations if you are thinking it will behave like GLUT. It will allow you to do stereoscopic rendering without any special coding effort on your part, and it supports multi-pipe and cluster-based systems pretty transparently if you ever wanted to go that route. For the use case you are describing, however, the interaction functionality will probably not be what you expect. -Patrick > On 18 Sep 2004 at 11:59 PM, David Keeney wrote: >=20 > > On 17 Sep 2004 at 16:40, Yuichi Sakano wrote: > > > >> Hi. > >> > >> Is anyone using stereo (not audio but vision) with PyOpenGL? I'm=20 > >> trying > >> to using it, but I'm at a loss how to use it. If you have succeeded in > >> it, would you let me know how (if possible, send the script) please? > > > > What hardware are you using for the stereoscopic vision? > > > > Take a look at stereo_zoe, which is a simple OpenGL rendering > > engine adapted to show stereo graphics using Edimensional's LCD > > glasses and top/bottom display mode. > > > > http://sourceforge.net/project/showfiles.php?group_id=3D110483&pac > > kage_id=3D119667 > > > > -or- > > http://www.sourceforge.net/project/pduel > > > > David Keeney > > > >> > >> Actually, I have checked the archive of this mailing list and found > >> that Jack Jansen had sent a similar question mail. > >> http://sourceforge.net/mailarchive/message.php?msg_id=3D1579199 > >> But no one seems to have responsed to it using this mailing list. > >> > >> I'm using Mac G4 (OS10.2.8, 866MHz-dual processors) and ATI RADEON > >> graphics board. > >> I can use stereo with C and OpenGL using a sample code. > >> http://developer.apple.com/samplecode/GLUTStereo/GLUTStereo.html > >> > >> Thanks for any help. > >> > >> Yuichi > >> > >> > >> > >> ------------------------------------------------------- > >> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > >> Project Admins to receive an Apple iPod Mini FREE for your judgement=20 > >> on > >> who ports your project to Linux PPC the best. Sponsored by IBM. > >> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > >> _______________________________________________ > >> PyOpenGL Homepage > >> http://pyopengl.sourceforge.net > >> _______________________________________________ > >> PyOpenGL-Users mailing list > >> PyOpenGL-Users@... > >> https://lists.sourceforge.net/lists/listinfo/pyopengl-users > >> > > > > > > >=20 >=20 >=20 > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyOpenGL-Users@... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users --=20 Patrick L. Hartling | Research Assistant, VRAC http://www.137.org/patrick/ | 2274 Howe Hall Room 2624 PGP: http://tinyurl.com/2oum9 | http://www.vrac.iastate.edu/ |
From: fulko <vwf@fv...> - 2004-09-20 15:46:10
|
On Mon, Sep 20, 2004 at 07:48:31AM -0700, Fred Burton wrote: > > > Try different color depths and see what happens. > 24 bit works It is really true: if use spend more, you get more. I've become a believer! Thanks, Fulko |
From: Yuichi Sakano <yuichi@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 >> PyOpenGL-Users@... >> https://lists.sourceforge.net/lists/listinfo/pyopengl-users >> > > > |
From: fulko <vwf@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 Keeney <dkeeney@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 > PyOpenGL-Users@... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |
From: Yuichi Sakano <yuichi@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 <enrike@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. Fletcher <mcfletch@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 Keeney <dkeeney@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 PyOpenGL-Users@... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |
From: Brian Debuire <debuirebrian@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. Fletcher <mcfletch@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. Fletcher <mcfletch@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 Lynes <huw-l@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. Fletcher <mcfletch@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 Chen <jsfrank.chen@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? |