Thread: [PyOpenGL-Users] Building PyOpenGL from scratch...
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From: Israel C. E. <is...@ua...> - 2004-12-21 23:48:09
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hello all.. I'm attempting to build PyOpenGL from scratch and I'm a little unclear on some of the directions. I'm hoping you can help clarify some things for me. My intention is to build PyOpenGL for Python2.4. Currently I'm stuck on this part which is described under the heading "extra setups steps before building from source. """ Make the GL, GLU and GLUT headers available to distutils On Win32 for MSVC++ (which doesn't really have global include/lib directories), you can create directories at the same level as the source root named include and lib (i.e. ..\include and ..\lib are searched for the libraries) Files are: GL.h, GLAUX.h, GLU.h, glut.h, glsmap.h If you're on Win32 and don't have a copy of the headers/libs, the SGI Win32 OpenGL distribution has base-library headers which can be used, as does the OpenGL95.exe archive described above """ I'm fairly new to building software from scratch and I'm not fully understanding what must be done.. How does one make the GL, GLU and GLUT headers available to distutils? So far, I've built PIL, and Numarray, but not Numeric.. I'm still working on Numeric. Is Numarray a workable substitute? I assume it wouldn't just work if I dropped it in though.. I've got Tcl/Tk. I'm not sure about building GLUT. Would anyone have any pointers to getting this package for macosx 10.3 intended for python 2.4? Any assistance would be greatly appreciated. ~Israel~ |
From: Mike C. F. <mcf...@ro...> - 2004-12-23 05:10:34
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Israel C. Evans wrote: > > hello all.. > I'm attempting to build PyOpenGL from scratch and I'm a little unclear > on some of the directions. I'm hoping you can help clarify some things > for me. My intention is to build PyOpenGL for Python2.4. You're missing the key piece of information: for what platform? Oh, I see later it's OS X... > I'm fairly new to building software from scratch and I'm not fully > understanding what must be done.. How does one make the GL, GLU and GLUT > headers available to distutils? This depends on your compiler. Don't know what mac requires, honestly, the Python-for-mac people take care of all that and contribute back patches if there's a problem. Here's what their .cfg files looks like at the moment: include_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Headers library_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Libraries Macintosh HD:SWDev:Jack:OpenGL SDK:Resources which suggests (to me, anyway) that the OpenGL code is available from an OpenGL SDK somewhere. > So far, I've built PIL, and Numarray, but not Numeric.. I'm still > working on Numeric. Is Numarray a workable substitute? I assume it > wouldn't just work if I dropped it in though.. I've got Tcl/Tk. AFAIK you'll need Numeric for PyOpenGL to build properly. > I'm not sure about building GLUT. Would anyone have any pointers to > getting this package for macosx 10.3 intended for python 2.4? No clue I'm afraid. I would expect it to be available already, given OSX's extensive use of OpenGL. Good luck, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Dave R. <dr...@co...> - 2004-12-24 00:58:05
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On Thursday 23 December 2004 00:10, Mike C. Fletcher wrote: > Israel C. Evans wrote: > > > > > hello all.. > > I'm attempting to build PyOpenGL from scratch and I'm a little unclear > > on some of the directions. I'm hoping you can help clarify some things > > for me. My intention is to build PyOpenGL for Python2.4. > > You're missing the key piece of information: for what platform? Oh, I > see later it's OS X... > > > I'm fairly new to building software from scratch and I'm not fully > > understanding what must be done.. How does one make the GL, GLU and GLUT > > headers available to distutils? > > This depends on your compiler. Don't know what mac requires, honestly, > the Python-for-mac people take care of all that and contribute back > patches if there's a problem. Here's what their .cfg files looks like > at the moment: > > include_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Headers > library_dirs=Macintosh HD:SWDev:Jack:OpenGL SDK:Libraries > Macintosh HD:SWDev:Jack:OpenGL SDK:Resources > > which suggests (to me, anyway) that the OpenGL code is available from an > OpenGL SDK somewhere. > > > So far, I've built PIL, and Numarray, but not Numeric.. I'm still > > working on Numeric. Is Numarray a workable substitute? I assume it > > wouldn't just work if I dropped it in though.. I've got Tcl/Tk. > > AFAIK you'll need Numeric for PyOpenGL to build properly. > > > I'm not sure about building GLUT. Would anyone have any pointers to > > getting this package for macosx 10.3 intended for python 2.4? > > No clue I'm afraid. I would expect it to be available already, given > OSX's extensive use of OpenGL. PyOpenGL is available for OS X via darwinports.org - that's probably the easiest way to get it installed (I've done it). If you don't want to bother with installing darwinports, you could at least look at their package file and see what they did to get it to compile. Dave |
From: Austin H. <pyo...@sl...> - 2004-12-31 17:28:21
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I just upgraded to the latest version of pyopengl, and now my game runs around 2 fps (was 120 fps). I am using the latest version of Pygame(1.6) on Gentoo Linux, with Python 2.3.4. I tried downgrading to the last version I had, the one that is in Portage, but it still ran slow. I've also tried the version in CVS, and the latest tar of sources. Any ideas? Is it possible that I am somehow running in software mode, now? Thanks. -austin |
From: Austin H. <pyo...@sl...> - 2005-01-04 01:43:07
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I didn't find the cause of the problem, but I ended up recompiling my entire system and everything is back to normal now. -austin On Friday 31 December 2004 12:23 pm, Austin Haas wrote: > I just upgraded to the latest version of pyopengl, and now my game runs > around 2 fps (was 120 fps). > > I am using the latest version of Pygame(1.6) on Gentoo Linux, with Python > 2.3.4. > > I tried downgrading to the last version I had, the one that is in Portage, > but it still ran slow. I've also tried the version in CVS, and the latest > tar of sources. > > Any ideas? Is it possible that I am somehow running in software mode, now? > > Thanks. > > -austin > > > ------------------------------------------------------- > The SF.Net email is sponsored by: Beat the post-holiday blues > Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. > It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |