Hi, Yes, this is caused by the shaders not compiling right. This probably means your card doesn't like them :P. Sorry about the uninformative errors. I've included glLibInit.py. Just put it in glLib/ and overwrite. Running again should give more informative errors.
Ian
from glLibLocals import * from glLibPrebuiltShaders import GLLIB_SHADER_BLANK, GLLIB_SHADER_BLUR, GLLIB_SHADER_DEPTH, GLLIB_SHADER_TEXTURE, GLLIB_SHADER_MATERIAL, GLLIB_SHADER_SHADOW from glLibPrebuiltShaders import GLLIB_SHADER_RED, GLLIB_SHADER_ORANGE, GLLIB_SHADER_YELLOW, GLLIB_SHADER_GREEN, GLLIB_SHADER_BLUE, GLLIB_SHADER_PURPLE from glLibPrebuiltShaders import GLLIB_SHADER_WHITE, GLLIB_SHADER_BLACK, GLLIB_SHADER_GRAY, GLLIB_SHADER_GREY def compileshader(shader): shader.compile() def main(): glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glShadeModel(GL_SMOOTH) glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glEnable(GL_ALPHA_TEST) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glAlphaFunc(GL_NOTEQUAL,0.0) sh1 = [GLLIB_SHADER_BLANK, GLLIB_SHADER_BLUR, GLLIB_SHADER_DEPTH, GLLIB_SHADER_TEXTURE, GLLIB_SHADER_MATERIAL, GLLIB_SHADER_SHADOW] sh2 = [GLLIB_SHADER_RED, GLLIB_SHADER_ORANGE, GLLIB_SHADER_YELLOW, GLLIB_SHADER_GREEN, GLLIB_SHADER_BLUE, GLLIB_SHADER_PURPLE] sh3 = [GLLIB_SHADER_WHITE, GLLIB_SHADER_BLACK, GLLIB_SHADER_GRAY, GLLIB_SHADER_GREY] sh4 = sh1+sh2+sh3 map(compileshader,sh4) index = 0 for shader in sh4: errors = shader.get_errors() if errors != "": print index, errors index += 1