Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-19 Thread Dave LeCompte (really)
> I'm not sure how you got the older version, and why pygame is loading
> it... I'm pretty sure I installed 1.8.0pre from the pythonmac.org
> universal binary prebuilt:

Yeah, that looks like the same place I installed from, too.

This weekend, I'll do some exploring around my installation and see if I
can turn up any clues - perhaps my last upgrade left things in a slightly
inconsistent state.


Thanks for the assistance.
-Dave LeCompte



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-18 Thread Brian Fisher

On 1/18/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:

> call:
> print pygame.base.get_sdl_version()

(1, 2, 7)


Ah - that must be the issue... mine is (1, 2, 11).. the sdl bug with
the y inversion must have been fixed somewhere between patch 7 and
patch 11

I'm not sure how you got the older version, and why pygame is loading
it... I'm pretty sure I installed 1.8.0pre from the pythonmac.org
universal binary prebuilt:
http://pythonmac.org/packages/py24-fat/mpkg/pygame-1.8.0pre-py2.4-macosx10.4.zip
and that it installed the framework build of sdl... do you know where
you installed from?


Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-18 Thread Dave LeCompte (really)
> Dave, what sdl version is pygame calling when you see the inverted
> mouse problem?
>
> call:
> print pygame.base.get_sdl_version()

(1, 2, 7)

> to confirm, if you run your script and the diamond follows the mouse,
> everything is working correctly, right? i.e. when the y is inverted
> the diamond is at the wrong spot, yes?

Yep, the diamond should be under the cursor at all times, and if the y is
inverted, the diamond will show up somewhere else.

There's a triangle at the top of the screen as a sanity check - if my
drawing was inverted, the triangle would be at the bottom of the screen,
but that always shows up correctly.


>
> On 1/18/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:
>> I'm running Mac OS X 10.4.8, and my pygame version is 1.8.0pre.
>>
>



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-18 Thread Brian Fisher

Dave, what sdl version is pygame calling when you see the inverted
mouse problem?

call:
print pygame.base.get_sdl_version()

to confirm, if you run your script and the diamond follows the mouse,
everything is working correctly, right? i.e. when the y is inverted
the diamond is at the wrong spot, yes?

On 1/18/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:

I'm running Mac OS X 10.4.8, and my pygame version is 1.8.0pre.



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-18 Thread Dave LeCompte (really)
I'm running Mac OS X 10.4.8, and my pygame version is 1.8.0pre.


> I ran the sample script provided on an intel iMac OS X 10.4.8 with
> pygame 1.8.0pre and both windowed and full-screen behaved correctly
> (the diamond followed the mouse)
>
> according to the headers for the framework sdl build I've got, it's 1.2.11
>
> It makes sense to me that it would be fixed in the latest because I
> looked at the libsdl mailing list archives and this post seemed to be
> a patch for the problem:
> http://www.libsdl.org/pipermail/sdl/2005-November/071307.html
> and this post indicated it had been applied:
> http://www.libsdl.org/pipermail/sdl/2005-November/071404.html
>
> So Dave,
>  what OS X version are you running on? Can you tell which SDL your
> pygame is running on?
>



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Brian Fisher

I ran the sample script provided on an intel iMac OS X 10.4.8 with
pygame 1.8.0pre and both windowed and full-screen behaved correctly
(the diamond followed the mouse)

according to the headers for the framework sdl build I've got, it's 1.2.11

It makes sense to me that it would be fixed in the latest because I
looked at the libsdl mailing list archives and this post seemed to be
a patch for the problem:
http://www.libsdl.org/pipermail/sdl/2005-November/071307.html
and this post indicated it had been applied:
http://www.libsdl.org/pipermail/sdl/2005-November/071404.html

So Dave,
what OS X version are you running on? Can you tell which SDL your
pygame is running on?


Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Alex Holkner

Dave LeCompte (really) wrote:


This is all good knowledge to have, to be sure, but I think we're
wandering afield from my original issue - I didn't want to ask about the
default OpenGL coordinate systems, I'm reporting that the same code
behaves differently on a Mac in a window than anywhere else.

Run the code fullscreen on a Mac, it behaves as I expect. Run the code on
a  MSWindows PC, it behaves as I expect.


I'm proceeding with the understanding that this is a known and resolved
bug in the Mac SDL code and will be fixed when the 1.8 (final) binaries of
PyGame are ready.
 

Sorry, made a mistake; the Pygame mac binary (1.7, haven't checked 
1.8pre) includes SDL 1.2.11, which is current.  Evidentally the issue is 
known but not resolved (some Googling on the topic will give you an idea 
of which releases of SDL it is fixed in, and which ones it is broken in).


Alex.


Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Dave LeCompte (really)
This is all good knowledge to have, to be sure, but I think we're
wandering afield from my original issue - I didn't want to ask about the
default OpenGL coordinate systems, I'm reporting that the same code
behaves differently on a Mac in a window than anywhere else.

Run the code fullscreen on a Mac, it behaves as I expect. Run the code on
a  MSWindows PC, it behaves as I expect.


I'm proceeding with the understanding that this is a known and resolved
bug in the Mac SDL code and will be fixed when the 1.8 (final) binaries of
PyGame are ready.


Thanks,
Dave LeCompte

> On 1/17/07, Chris Ashurst <[EMAIL PROTECTED]> wrote:
>> I think on all systems (and if you're used to getting mouse x/y
>> coordinates
>> via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.
>>
>> People with more experience with OpenGL can probably clarify, but I have
>> hit
>> this same issue before, too. I think the x coord turned out to be fine,
>> all
>> I needed to do was write a function that inverted the y coordinate to
>> get
>> the "real" value.
>>
> If your use of openGL changes anything about the mouse coordinates
> returned from pygame, then I think it's a bug, like Alex says. Moving
> the mouse down (towards you) should always make it's y position
> increase, and moving it up (away from you) should always make it's y
> position decrease.
>
> However, when it comes to window coordinates, openGL by default uses a
> coordinate system where 0,0 is the lower left, and positive x goes
> right and positive y goes up. This is different from most computer
> systems where y goes down and 0,0 is the upper left. OpenGL uses the
> system it does because it follows the conventions of the cartesian
> coordinate space used in math & physics. The place where you'd notice
> this the most in games is when using trig functions like sin & cos,
> which also are designed for math & physics & openGL coordinate systems
> (positive rotations are counter-clockwise, 0 degrees is straight right
> & y is up)
>
> So basically, I'm saying it's not that the mouse is "flipped" with
> OpenGL, it's that unless you set up your transforms to change it,
> OpenGL is "flipped" from what all the pygame/SDL and desktop position
> stuff is
>



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Brian Fisher

On 1/17/07, Chris Ashurst <[EMAIL PROTECTED]> wrote:

I think on all systems (and if you're used to getting mouse x/y coordinates
via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.

People with more experience with OpenGL can probably clarify, but I have hit
this same issue before, too. I think the x coord turned out to be fine, all
I needed to do was write a function that inverted the y coordinate to get
the "real" value.


If your use of openGL changes anything about the mouse coordinates
returned from pygame, then I think it's a bug, like Alex says. Moving
the mouse down (towards you) should always make it's y position
increase, and moving it up (away from you) should always make it's y
position decrease.

However, when it comes to window coordinates, openGL by default uses a
coordinate system where 0,0 is the lower left, and positive x goes
right and positive y goes up. This is different from most computer
systems where y goes down and 0,0 is the upper left. OpenGL uses the
system it does because it follows the conventions of the cartesian
coordinate space used in math & physics. The place where you'd notice
this the most in games is when using trig functions like sin & cos,
which also are designed for math & physics & openGL coordinate systems
(positive rotations are counter-clockwise, 0 degrees is straight right
& y is up)

So basically, I'm saying it's not that the mouse is "flipped" with
OpenGL, it's that unless you set up your transforms to change it,
OpenGL is "flipped" from what all the pygame/SDL and desktop position
stuff is


Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Dave LeCompte (really)
To clarify:

glOrtho and gluOrtho2D behave identically to eachother - switching to
glOrtho didn't fix the problem. I have since created a wrapper to work
around the bug when running in a window on the Mac.

Thanks again,
Dave LeCompte


> "altern" wrote:
>> No, it's a known (and resolved in later versions) bug in SDL.
>> Workaround locally by flipping Y or use a later version.
>
> My pygame.__version__ reports '1.8.0pre', which suggests to me that this
> bug fix hasn't made it into the latest Mac binaries.
>
>
> "altern" wrote:
>> try to use glOrtho instead og gluOrtho2D and see if you still get the
>> same
>> # glOrtho(left, right, bottom, top, zNear, zFar)
>> glOrtho(0, 640, 480, 0, 1, 0) should set 0,0 to the left,top
>
> Replacing glOrtho with glOrtho2D produced identical results on all
> platforms, including the inconsistency on the Mac when windowed.
>
>
> Thanks for the help.
> -Dave LeCompte
>
>
>>
>>
>>
>> Chris Ashurst wrote:
>>> I think on all systems (and if you're used to getting mouse x/y
>>> coordinates
>>> via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.
>>>
>>> I think it's something to do with the fact that OpenGL itself is device
>>> and
>>> system agnostic, and was built with the idea in mind that it's just a
>>> 3d
>>> engine rather than a 3d engine + widgets.
>>>
>>> Additionally, it may also be something to do with the fact that any
>>> object
>>> you manipulate in an OGL context is relative to the "camera", and to
>>> move
>>> the camera around an object you have to move it right if you want the
>>> object
>>> to move left, up to move it down and so on.
>>>
>>> People with more experience with OpenGL can probably clarify, but I
>>> have
>>> hit
>>> this same issue before, too. I think the x coord turned out to be fine,
>>> all
>>> I needed to do was write a function that inverted the y coordinate to
>>> get
>>> the "real" value.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED]
>>> Behalf Of Dave LeCompte (really)
>>> Sent: Tuesday, January 16, 2007 20:20
>>> To: pygame-users@seul.org
>>> Subject: [pygame] MacOS/PyGame/PyOpenGL mouse inversion
>>>
>>>
>>> Hi there, I'm new to the list, so this may have been answered before.
>>>
>>> I've got a PyGame/PyOpenGL app that I'm working on which I can run
>>> under
>>> MSWindows or Mac OSX and in windowed or fullscreen mode. I notice that
>>> when I run in a window on my Mac, the value returned by
>>> pygame.mouse.get_pos() is relative to the lower left corner of the
>>> screen,
>>> but if I run fullscreen on the Mac, fullscreen on by Windows PC, or in
>>> a
>>> window on the Windows PC, the value is relative the the upper left
>>> corner
>>> (agreeing with the docs at
>>> http://www.pygame.org/docs/ref/mouse.html#pygame.mouse.get_pos ).
>>>
>>> Is this a known issue?
>>>
>>> Attached is a short test script that displays the strange behavior.
>>>
>>> -Dave LeCompte
>>>
>>>
>>>
>>>
>>> CONFIDENTIAL NOTICE: This email including any attachments, contains
>>> confidential information belonging to the sender. It may also be
>>> privileged or otherwise protected by work product immunity or other
>>> legal rules. This information is intended only for the use of the
>>> individual or entity named above.  If you are not the intended
>>> recipient, you are hereby notified that any disclosure, copying,
>>> distribution or the taking of any action in reliance on the contents
>>> of this emailed information is strictly prohibited.  If you have
>>> received this email in error, please immediately notify us by
>>> reply email of the error and then delete this email immediately.
>>>
>>
>



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Dave LeCompte (really)
"altern" wrote:
> No, it's a known (and resolved in later versions) bug in SDL.
> Workaround locally by flipping Y or use a later version.

My pygame.__version__ reports '1.8.0pre', which suggests to me that this
bug fix hasn't made it into the latest Mac binaries.


"altern" wrote:
> try to use glOrtho instead og gluOrtho2D and see if you still get the same
> # glOrtho(left, right, bottom, top, zNear, zFar)
> glOrtho(0, 640, 480, 0, 1, 0) should set 0,0 to the left,top

Replacing glOrtho with glOrtho2D produced identical results on all
platforms, including the inconsistency on the Mac when windowed.


Thanks for the help.
-Dave LeCompte


>
>
>
> Chris Ashurst wrote:
>> I think on all systems (and if you're used to getting mouse x/y
>> coordinates
>> via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.
>>
>> I think it's something to do with the fact that OpenGL itself is device
>> and
>> system agnostic, and was built with the idea in mind that it's just a 3d
>> engine rather than a 3d engine + widgets.
>>
>> Additionally, it may also be something to do with the fact that any
>> object
>> you manipulate in an OGL context is relative to the "camera", and to
>> move
>> the camera around an object you have to move it right if you want the
>> object
>> to move left, up to move it down and so on.
>>
>> People with more experience with OpenGL can probably clarify, but I have
>> hit
>> this same issue before, too. I think the x coord turned out to be fine,
>> all
>> I needed to do was write a function that inverted the y coordinate to
>> get
>> the "real" value.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>> Behalf Of Dave LeCompte (really)
>> Sent: Tuesday, January 16, 2007 20:20
>> To: pygame-users@seul.org
>> Subject: [pygame] MacOS/PyGame/PyOpenGL mouse inversion
>>
>>
>> Hi there, I'm new to the list, so this may have been answered before.
>>
>> I've got a PyGame/PyOpenGL app that I'm working on which I can run under
>> MSWindows or Mac OSX and in windowed or fullscreen mode. I notice that
>> when I run in a window on my Mac, the value returned by
>> pygame.mouse.get_pos() is relative to the lower left corner of the
>> screen,
>> but if I run fullscreen on the Mac, fullscreen on by Windows PC, or in a
>> window on the Windows PC, the value is relative the the upper left
>> corner
>> (agreeing with the docs at
>> http://www.pygame.org/docs/ref/mouse.html#pygame.mouse.get_pos ).
>>
>> Is this a known issue?
>>
>> Attached is a short test script that displays the strange behavior.
>>
>> -Dave LeCompte
>>
>>
>>
>>
>> CONFIDENTIAL NOTICE: This email including any attachments, contains
>> confidential information belonging to the sender. It may also be
>> privileged or otherwise protected by work product immunity or other
>> legal rules. This information is intended only for the use of the
>> individual or entity named above.  If you are not the intended
>> recipient, you are hereby notified that any disclosure, copying,
>> distribution or the taking of any action in reliance on the contents
>> of this emailed information is strictly prohibited.  If you have
>> received this email in error, please immediately notify us by
>> reply email of the error and then delete this email immediately.
>>
>



Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread altern


try to use glOrtho instead og gluOrtho2D and see if you still get the same
# glOrtho(left, right, bottom, top, zNear, zFar)
glOrtho(0, 640, 480, 0, 1, 0) should set 0,0 to the left,top



Chris Ashurst wrote:

I think on all systems (and if you're used to getting mouse x/y coordinates
via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.

I think it's something to do with the fact that OpenGL itself is device and
system agnostic, and was built with the idea in mind that it's just a 3d
engine rather than a 3d engine + widgets.

Additionally, it may also be something to do with the fact that any object
you manipulate in an OGL context is relative to the "camera", and to move
the camera around an object you have to move it right if you want the object
to move left, up to move it down and so on.

People with more experience with OpenGL can probably clarify, but I have hit
this same issue before, too. I think the x coord turned out to be fine, all
I needed to do was write a function that inverted the y coordinate to get
the "real" value.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Dave LeCompte (really)
Sent: Tuesday, January 16, 2007 20:20
To: pygame-users@seul.org
Subject: [pygame] MacOS/PyGame/PyOpenGL mouse inversion


Hi there, I'm new to the list, so this may have been answered before.

I've got a PyGame/PyOpenGL app that I'm working on which I can run under
MSWindows or Mac OSX and in windowed or fullscreen mode. I notice that
when I run in a window on my Mac, the value returned by
pygame.mouse.get_pos() is relative to the lower left corner of the screen,
but if I run fullscreen on the Mac, fullscreen on by Windows PC, or in a
window on the Windows PC, the value is relative the the upper left corner
(agreeing with the docs at
http://www.pygame.org/docs/ref/mouse.html#pygame.mouse.get_pos ).

Is this a known issue?

Attached is a short test script that displays the strange behavior.

-Dave LeCompte




CONFIDENTIAL NOTICE: This email including any attachments, contains 
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legal rules. This information is intended only for the use of the 
individual or entity named above.  If you are not the intended 
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RE: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Chris Ashurst
Aha! Thanks for clarifying... After doing so many braintwisting tutorials
that required me to move my camera right to make my object go left has left
my brain swiss-cheesed :)

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Alex Holkner
Sent: Wednesday, January 17, 2007 09:45
To: pygame-users@seul.org
Subject: Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion


Chris Ashurst wrote:

>I think on all systems (and if you're used to getting mouse x/y coordinates
>via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.
>  
>
No, it's a known (and resolved in later versions) bug in SDL.  
Workaround locally by flipping Y or use a later version.

Alex.




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Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Alex Holkner

Chris Ashurst wrote:


I think on all systems (and if you're used to getting mouse x/y coordinates
via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.
 

No, it's a known (and resolved in later versions) bug in SDL.  
Workaround locally by flipping Y or use a later version.


Alex.


RE: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Chris Ashurst
I think on all systems (and if you're used to getting mouse x/y coordinates
via the SDL side of pygame) the mouse is "flipped" when you use OpenGL.

I think it's something to do with the fact that OpenGL itself is device and
system agnostic, and was built with the idea in mind that it's just a 3d
engine rather than a 3d engine + widgets.

Additionally, it may also be something to do with the fact that any object
you manipulate in an OGL context is relative to the "camera", and to move
the camera around an object you have to move it right if you want the object
to move left, up to move it down and so on.

People with more experience with OpenGL can probably clarify, but I have hit
this same issue before, too. I think the x coord turned out to be fine, all
I needed to do was write a function that inverted the y coordinate to get
the "real" value.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Dave LeCompte (really)
Sent: Tuesday, January 16, 2007 20:20
To: pygame-users@seul.org
Subject: [pygame] MacOS/PyGame/PyOpenGL mouse inversion


Hi there, I'm new to the list, so this may have been answered before.

I've got a PyGame/PyOpenGL app that I'm working on which I can run under
MSWindows or Mac OSX and in windowed or fullscreen mode. I notice that
when I run in a window on my Mac, the value returned by
pygame.mouse.get_pos() is relative to the lower left corner of the screen,
but if I run fullscreen on the Mac, fullscreen on by Windows PC, or in a
window on the Windows PC, the value is relative the the upper left corner
(agreeing with the docs at
http://www.pygame.org/docs/ref/mouse.html#pygame.mouse.get_pos ).

Is this a known issue?

Attached is a short test script that displays the strange behavior.

-Dave LeCompte




CONFIDENTIAL NOTICE: This email including any attachments, contains 
confidential information belonging to the sender. It may also be 
privileged or otherwise protected by work product immunity or other 
legal rules. This information is intended only for the use of the 
individual or entity named above.  If you are not the intended 
recipient, you are hereby notified that any disclosure, copying, 
distribution or the taking of any action in reliance on the contents 
of this emailed information is strictly prohibited.  If you have 
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