[pygame] PyOpenGL and pygame.display.flip

2014-11-25 Thread sylvain.boussekey
Hi everyone, I'm running into difficulties when using an opengl window in pygame. For reasons I don't catch, sometimes, when I draw quads with pyopengl, I have to call pygame.display.flip to actually display anything, and sometimes, I don't, resulting in a blinking horrific mess when I draw

Re: [pygame] PyOpenGL and pygame.display.flip

2014-11-25 Thread sylvain.boussekey
Oops I hate when I search hours to find an answer and find it right when posting to a forum or mailing list ! I was just calling pygame.init() in another module than pygame.display.flip() and was doing a pygame.display.set_mode() elsewhere too without using DOUBLEBUFF flag. I'm not sure to

[pygame] the pygame/pyopengl sprint has started

2012-07-07 Thread René Dudfield
Hey, it's in spaghetti, and on irc. There's a hat/sign on the table in spaghetti.

Re: [pygame] Blog posts on a pygame+pyopengl project

2011-07-20 Thread Jake b
Cool! I missed this email. I like the images, and diagrams. Are you planning on ability to edit or create a new world? Have you thought of doing a Terarria map viewer? (It's similar in a lot of ways, but from the side view its 2d only.) I found a few python interfaces to the map file: -

[pygame] Blog posts on a pygame+pyopengl project

2011-06-07 Thread Weeble
This was already retweeted by @pygame_org, but at the time none of the actual articles were up. I'm writing a series of blog posts on a Minecraft map viewer that I've been writing using Pygame, PyOpenGL and numpy. I thought it might be of interest to others dabbling in PyOpenGL with Pygame. http

[pygame] (pyopengl) GLSL fragment shader with arrays uniform cause sporadic screen blinking

2011-02-11 Thread amdlintuxo
Hi all. Strange sporadic screen blinking when using array uniform variables in fragment shader. Unfortunately i have only one HW config to test this(maybe the problem is in my HW) The strange is: The problem occurs with shader http://bpaste.net/show/13616/ even if i pass empty arrays into it

Re: [pygame] (pyopengl) GLSL fragment shader with arrays uniform cause sporadic screen blinking

2011-02-11 Thread claudio canepa
On Fri, Feb 11, 2011 at 3:37 PM, amdlintuxo amdlintu...@gmail.com wrote: Full code is here: http://bpaste.net/show/13615/ Could some one test the full code or provide the idea what can cause sporadic screen blinking. Looking forwards for you support, i have nothing left to try to resolve

Re: [pygame] (pyopengl) GLSL fragment shader with arrays uniform cause sporadic screen blinking

2011-02-11 Thread claudio canepa
On Fri, Feb 11, 2011 at 5:01 PM, claudio canepa ccanep...@gmail.com wrote: On Fri, Feb 11, 2011 at 3:37 PM, amdlintuxo amdlintu...@gmail.com wrote: Full code is here: http://bpaste.net/show/13615/ Could some one test the full code or provide the idea what can cause sporadic screen

Re: [pygame] (pyopengl) GLSL fragment shader with arrays uniform cause sporadic screen blinking

2011-02-11 Thread Devon Scott-Tunkin
My laptop also has a 945gm so I can't test this until I get to my desktop (although glsl shaders will work on os x with a 945gm, intel only supports arb shaders in windows opengl). The http://bpaste.net/show/13617/ is not the same because the glsl compiler will usually compile out (make inactive)

[pygame] [pyopengl] glActiveTexture(GL_TEXTURE1) cause failure in my code, can't get the reason why

2011-02-05 Thread amdlintuxo
Hi all. I was trying to play with GLSL multi-texturing and as usual the problems don't want stay far away from me. Now i get problem with Texture units. glActiveTexture(GL_TEXTURE1) cause failure, i can't get the reason why. If i use only glActiveTexture(GL_TEXTURE0) then it's is OK, but in this

[pygame] Pygame, PyOpenGl, and py2exe, OH MY!

2010-04-22 Thread Keith Nemitz
I spent the day in py2exe hell. After grinding through six separate problems, now I'm stuck. Has anyone got this combo to work? I'm using Python 2.6 and Pygame 1.9.x and pyOpenGl 3.0.x and the latest py2exe. When I run the resulting exe, I get the following runtime error: Traceback (most

Re: [pygame] Pygame, PyOpenGl, and py2exe, OH MY!

2010-04-22 Thread Casey Duncan
What you are lacking is actually part of Python itself (or the stdlib): Python 2.6.4 (r264:75821M, Oct 27 2009, 19:48:32) [GCC 4.0.1 (Apple Inc. build 5493)] on darwin Type help, copyright, credits or license for more information. import ctypes ctypes.pythonapi.PyString_AsString _FuncPtr

Re: [pygame] PyOpenGL Release 3.0.0 (final)

2009-04-02 Thread Peter Gebauer
Hi Mike! Will PyOpenGL 3.x be rewritten in the future to use SWIG, Pyrex or Python extensions written in C to improve performance? Is there a possibility of mixing ctypes with Python extensions in C for the more critical parts? /Peter On 2009-04-01 (Wed) 17:48, Mike C. Fletcher wrote: PyOpenGL

Re: [pygame] PyOpenGL Release 3.0.0 (final)

2009-04-02 Thread Mike C. Fletcher
Peter Gebauer wrote: Hi Mike! Will PyOpenGL 3.x be rewritten in the future to use SWIG, Pyrex or Python extensions written in C to improve performance? Is there a possibility of mixing ctypes with Python extensions in C for the more critical parts? The OpenGL_accelerate module is written in

Re: [pygame] PyOpenGL Release 3.0.0 (final)

2009-04-02 Thread René Dudfield
On Fri, Apr 3, 2009 at 2:20 AM, Mike C. Fletcher mcfle...@vrplumber.comwrote: Peter Gebauer wrote: Hi Mike! Will PyOpenGL 3.x be rewritten in the future to use SWIG, Pyrex or Python extensions written in C to improve performance? Is there a possibility of mixing ctypes with Python

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-19 Thread Peter Gebauer
Hi casey! Yeh, unfortunately, I haven't found any smart ways to use retained mode for 2D graphics engines. Even if you do use VBO's in stream mode you have to update the data every frame, i.e a Python call that makes C calls, all those array structs have to be converted from Python types to C

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-19 Thread Peter Gebauer
I'm not sure ctypes is sufficient for everything you can do with OpenGL, but I don't know. /Peter On 2009-03-16 (Mon) 13:00, Forrest Voight wrote: Would writing a replacement for PyOpenGL in C instead of in Python with ctypes help? I think it really would ... PyOpenGL is internally pretty

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-18 Thread René Dudfield
Hi, I would like to argue that ctypes style extension development is worse compared to C extension development for portability, and maintenance. There's hardly anyone who knows all the quirks of ctypes, and you still need to test on different platforms. ctypes doesn't check types for you, so

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-17 Thread RB[0]
I saw saw tests for performance between the old C PyOpenGL and the new ctypes one... The older one was significantly faster from what I saw - but that is how it will always be - direct usage of a C lib is just like calling C functions and such - whereas ctypes you have to call a python function

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-17 Thread Casey Duncan
With the emphasis these days on batch operations (VBOs, etc) and doing more and more of the work on the video card itself via shaders, I seriously doubt that the bottleneck of a well-written, modern PyOpenGL application will be the ctypes overhead. The only time I could see that could be

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-16 Thread Forrest Voight
Would writing a replacement for PyOpenGL in C instead of in Python with ctypes help? I think it really would ... PyOpenGL is internally pretty complex, sometimes when I get tracebacks the error is 5 or 6 levels into PyOpenGL. Even a C library that only implemented the common functions and relied

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-16 Thread Zack Schilling
If someone did this and I could drop it in to my code, that would be very nice. But for right now, PyOpenGL is serving my needs just fine. I can use about 600 independently textured and animated sprites onscreen, scaled and rotated, without stressing a low-end system more than 40%. 40%

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-16 Thread Forrest Voight
That's called a texture atlas, but be careful with the mipmaps. They usually have to be generated specially I think. http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf On Mon, Mar 16, 2009 at 1:49 PM, Zack Schilling zack.schill...@gmail.com wrote:

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-16 Thread Brian Fisher
That's what PyOpenGL 2.0 was - a C extension instead of ctypes. (made with SWIG) I actually still use PyOpenGL 2.0 for reasons other than performance (py2exe packaging) - I had to build it myself on windows for Python 2.5, you can get at an installer for it here:

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-27 Thread Peter Gebauer
Hi! I've done a few sprite thingies in OpenGL here are some pointers: Afaik display lists and VBO's can't bind different textures (?) per list/array. You can't animate lists by changing texcoords independently per element, so no go. VBO's have texture coords, but only one texture. Again, I'm no

[pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Zack Schilling
I know the PyOpenGL mailing list might be a better place to ask this question, but I've had a lot of luck talking to the experienced people here so I figured I'd try it first. I'm trying to migrate a game I created from using the Pygame / SDL software rendering to OpenGL. Before attempting

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread RB[0]
Well, most likely your main speed down is looping through all those sprites as it is - trying just looping through them and calling a dummy function instead of the opengl one - and see what happens - otherwise, that seems quite odd to me, I haven't run into that before (are you using psyco,

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread RB[0]
Hmm, how are you loading your textures - GL_NEAREST or are you using LINEAR or Mip mapped filtering? Otherwise, only thing I can think of is you might have a cruddy card that is dumping some odd functionality to your cpu instead of gpu? On Thu, Feb 26, 2009 at 1:17 PM, Zack Schilling

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Casey Duncan
Immediate mode calls (glVertex et al) are the very slowest way to use OpenGL. In fact they are deprecated in OpenGL 3.0 and will eventually be removed. The display list is better as you discovered, but you still are making a few OpenGL state changes per sprite, which is likely slowing you

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Zack Schilling
I'm on a Macbook Pro with a GeForce 8600M GT. Textures are loaded with GL_LINEAR. Here's the texture loading code: # Create an OpenGL texture with it and place it in the system glEnable(GL_TEXTURE_2D) rgbadata = pygame.image.tostring(image, RGBA, True) texture =

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Ian Mallett
There are certain easy ways to optimize certain techniques. For example, I wanted an OpenGL program with many many particles. They had only to be one color, and should be pretty small. The solution was to use shaders to draw points. I got over one million (1024**2) particles at 50fps using this

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Zack Schilling
I spent a good portion of this evening updating my glSprite class to use VBOs to render. I was able to push 1800 individually animated, arbitrarily sized sprites at 60FPS before my CPU tapped out. That's more than 3 times faster than the display lists. I've done some performance analysis

Re: [pygame] gui with pygame + pyopengl

2008-06-19 Thread Astan Chee
Hi, Thanks for the suggestion and Im trying it out with pgu. Now Im having problems with the pgu interface. Can anyone help me? I've attached my test code. Its basically a button or event that brings up a text entry dialog. So far its fine, as soon as the dialog is closed, it wont close. Any

[pygame] gui with pygame + pyopengl

2008-06-17 Thread Astan Chee
Hi, I was wondering if there is a way to get a simple text entry dialog on a pygame+opengl surface. I've tried several and all of them seem to dislike doing a .blit on a opengl surface and crash badly whenever I do anything on it. Are there simple alternatives? Thanks Astan -- Formulations

Re: [pygame] gui with pygame + pyopengl

2008-06-17 Thread René Dudfield
hi, Lamina allows you to use any pygame 2d gui with opengl. http://pitchersduel.python-hosting.com/browser/branches/Lamina/ It's fairly easy to use, and comes with demos for ocempgui and pgu. cheers, On Wed, Jun 18, 2008 at 2:58 PM, Astan Chee [EMAIL PROTECTED] wrote: Hi, I was wondering

Re: [pygame] pyopengl sprite/particle performance

2008-06-16 Thread Hugo Arts
Your bottleneck might not be in your rendering code. I don't know wether PyOpenGL is even supposed to be much faster than pygame, but if rendering is not where your bottleneck is, switching will not help at all. I didn't look at the code, but in the profile it seems _collide_bullet is a

Re: [pygame] pyopengl sprite/particle performance

2008-06-16 Thread flx
2008/6/16 Hugo Arts [EMAIL PROTECTED]: Your bottleneck might not be in your rendering code. I don't know wether PyOpenGL is even supposed to be much faster than pygame, but if rendering is not where your bottleneck is, switching will not help at all. You are right, i'll try something like

[pygame] pyopengl sprite/particle performance

2008-06-15 Thread flx
Hi all I've been fidling for some time with pygame on a tryout project [1], it's a fast 2d action game. After a while i switched the drawing code to pyopengl looking for a litle performance boost, but i haven't got the expected results, i have had to lower the global fps from 60 to 30 and even

RE: BUG: pygame.image.save(screen) with pyopengl 3.x Re: [pygame] PyOpenGL Screenshots

2008-06-02 Thread Nicholas Dudfield
PM To: pygame-users@seul.org Subject: Re: BUG: pygame.image.save(screen) with pyopengl 3.x Re: [pygame] PyOpenGL Screenshots hi, I fixed this on the weekend. I stopped using pyopengl to get glReadPixels (since pyopengl 3.x broke the glReadPixels API), and instead loaded the gl functions

Re: [pygame] PyOpenGL Screenshots

2008-05-13 Thread Astan Chee
Hi, I was wondering if the latest solution to render pyopengl from pygame (Alistair Buxton's script) includes off-screen rendering. I want to render something and save it as a sequence of images, but I dont want to display it anywhere. Is there a way to 'hide' this window? Thanks Astan --

Re: [pygame] PyOpenGL Screenshots

2008-05-13 Thread René Dudfield
hi, You could do this with mesa 3d. I don't think you can do it without an x server. You can also draw offscreen with a software surface by using the dummy video driver - but that won't work for opengl. cu, On Tue, May 13, 2008 at 4:24 PM, Astan Chee [EMAIL PROTECTED] wrote: Hi, I was

Re: [pygame] PyOpenGL Screenshots

2008-05-07 Thread René Dudfield
hi again, note, you can convert a series of images with image magik, or the gimp most easily I think... convert -delay 20 -loop 0 bla*.tga animated.gif Or opening them as gimp layers, then saving to an animated gif. cu, On Wed, May 7, 2008 at 2:44 PM, René Dudfield [EMAIL PROTECTED] wrote:

Re: [pygame] PyOpenGL Screenshots

2008-05-07 Thread Ian Mallett
AWESOME! That screenshot taker works! Thanks so much! Now, I could copy each frame individually to the animation maker, but I would prefer it automated. Is there a way to make the screenshots be clumped together into a .gif file via a program? (Incidentally, I agree about the implausibility of

Re: [pygame] PyOpenGL Screenshots

2008-05-07 Thread René Dudfield
hi, as I mentioned in the other emails you can make gif images with at least image magik, ffmpeg, and gimp. cheers, On Thu, May 8, 2008 at 6:28 AM, Ian Mallett [EMAIL PROTECTED] wrote: AWESOME! That screenshot taker works! Thanks so much! Now, I could copy each frame individually to the

Re: [pygame] PyOpenGL Screenshots

2008-05-07 Thread Ian Mallett
I figured out a way to do it in my program--Animation Shop Pro. It would still be cool to have examples of how to do this without Animation Shop. I was thinking ffmpeg or pil for doing so. I looked around, but couldn't find anything. Thanks everyone, Ian

Re: [pygame] PyOpenGL Screenshots

2008-05-07 Thread Alistair Buxton
Here it is. I didn't spend any time making this code nice, but you can just rip out the parts you need. 2008/5/8 Alistair Buxton [EMAIL PROTECTED]: I have a full example of doing exactly this task using python to render to a series of png images (which you can load into something like adobe

adding note to glTexImage2D exception for non-power of 2 textures. Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-06 Thread René Dudfield
hi, It would almost even be worth it adding a note about this FAQ into the exception for glTexImage2D - or add a warning to a log somewhere perhaps? cu, [snip] It gives me the following error: Unhandled exception in thread started by Traceback (most recent call last): File

Re: [pygame] PyOpenGL Screenshots

2008-05-06 Thread Noah Kantrowitz
Ian Mallett wrote: Hello, -I have a project which must be finished by Thursday. The project is a movie, for a presentation, and my solution has been to make a program to render each frame in OpenGL. I can now render each frame individually, but now I face the challenge of turning these

Re: [pygame] PyOpenGL Screenshots

2008-05-06 Thread René Dudfield
hi, glReadPixels, make a surface, then use pygame.image.save() Then use ffmpeg, or vlc etc to make a movie out of still frames. cheers,

Re: [pygame] PyOpenGL Screenshots

2008-05-06 Thread René Dudfield
looks like pyopengl 3.x returns a numpy array now instead of a string by default... which breaks pygame.image.save on gl with pyopengl 3.x. Here's a work around screenshot function for gl. def save_screen(screen, filename): def readScreen(x, y, width, height): Read in the screen

BUG: pygame.image.save(screen) with pyopengl 3.x Re: [pygame] PyOpenGL Screenshots

2008-05-06 Thread René Dudfield
Added a bug to the subject. cu, On Wed, May 7, 2008 at 2:44 PM, René Dudfield [EMAIL PROTECTED] wrote: looks like pyopengl 3.x returns a numpy array now instead of a string by default... which breaks pygame.image.save on gl with pyopengl 3.x. Here's a work around screenshot function for

[pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Astan Chee
Hi, I have a python script that uses wx, pygame and pyopengl. I've combined wx and pygame similar to http://wiki.wxpython.org/IntegratingPyGame (in windows) and the pygame has a separate thread. The pygame part of it uses pyopengl for a display window and to load images. When I create a .exe

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Brian Fisher
I'm 99.9% sure that error has nothing to do with Py2Exe at all. It seems the system that has the problem must not like something about the way glTexImage2D was called in that case - GL errors like you see there come from the drivers. I would guess that it is that you are using a non power-of-2

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Astan Chee
Thanks for the reply. Here is where it gets wierd. I have modified the script to not use a pygame display. Instead it uses a wxglcanvas on a wx frame/notebook. Compiled using the same parameters but still use pygame to load the image. That one worked fine compiled or not in any machine. So im

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Brian Fisher
the error you originally sent shows 750 as the width and height arguments to glTexImage2D on the exception- 750 is not a power of 2. Hence you were trying to use non-power of 2 textures. To make it use of power-of-2 you'd have to either put that 750 wide high image in some bigger texture (i.e.

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Astan Chee
I'll try that now. So height and width of 256 or 512 should be alright,right? Also upon further reflection, it seems that in wxglcanvas, it doesnt actually error, but the textures arent loaded and a blank black texture is used anyway. I had a hard time seeing this because the texture image

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Astan Chee
Yes, it did work. I tried resizing the image to 512 and it worked. Thanks again for all your help Astan Chee wrote: I'll try that now. So height and width of 256 or 512 should be alright,right? Also upon further reflection, it seems that in wxglcanvas, it doesnt actually error, but the

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Richard Jones
On Thu, 14 Feb 2008, Brian Fisher wrote: support for non-power of 2 texures is pretty much standard for recent graphics cards Note that there can be a *significant* performance penalty when using some cards / drivers. Richard

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread David
On 2/13/08, Brian Fisher [EMAIL PROTECTED] wrote: 2. spread images across multiple textures and draw all of them (so the 24x12 image would be spread across 4 textures, a 16x8, an 8x8, a 16x4 and an 8x4) which lets you draw more polys in order to not waste so much video memory Do you have an

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Greg Ewing
Brian Fisher wrote: On Feb 13, 2008 3:43 PM, René Dudfield [EMAIL PROTECTED] wrote: Have you seen the Lamina code? http://pitchersduel.python-hosting.com/browser/branches/Lamina/ I would guess that it would perform poorly if you wanted a lot of moving/animating pygame surfaces drawn all

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Greg Ewing
Ian Mallett wrote: Strangely enough, I've never had problems using textures which are not a standard size. Any idea why? Some OpenGL implementations support non-power-of-2 sizes (I believe it's one of the officially sanctioned extensions) but not all. You're probably lucky enough to have one

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Brian Fisher
On Wed, Feb 13, 2008 at 10:10 PM, Kris Schnee [EMAIL PROTECTED] wrote: So, if I wanted to draw a GUI window across the screen, and I'd normally want it to be, say, 800x200, I'd have to either split it and draw two textures, or make the texture 1024x256, or just draw a polygon with shading

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Brian Fisher
On Thu, Feb 14, 2008 at 5:42 AM, David [EMAIL PROTECTED] wrote: Do you have an algorithm as to how to automatically divide an arbitrary rectangle into a near-optimal set of smaller power-of-two rectangles? I've never written one myself - I've seen somebody else's code (I think it might have

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Greg Ewing
David wrote: Do you have an algorithm as to how to automatically divide an arbitrary rectangle into a near-optimal set of smaller power-of-two rectangles? For an exact subdivision, decompose each of the coordinates into powers of 2 (which is easy, just look at the bits) and take all the

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Ian Mallett
That would explain weird problems people have had with my code...

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Kris Schnee
Richard Jones wrote: On Wed, 13 Feb 2008, René Dudfield wrote: Apart from Richards shameless self promotion of pyglet, here's some other things to look at... It was more an attempt to dispel the even in Python statement :) Heh. Thanks, both of you. It looks like with Pyglet I'd need to

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread René Dudfield
Also note most of the nehe tutorials have been translated to python in the pyopengl Demo directory. chairs, On Feb 14, 2008 7:49 AM, Ian Mallett [EMAIL PROTECTED] wrote: If you really want to make something nice, even if it is a 2D background, your best option is to render a 3D image. The

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Ian Mallett
If you really want to make something nice, even if it is a 2D background, your best option is to render a 3D image. The image you're looking at doesn't look like it was created with a heightmap, the simplest way of making 3D terrain, because the texture does not appear to stretch. You can

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Brian Fisher
attached is an example of one way to draw pygame surfaces in OpenGL. It's originally a piece of a larger library, so I tried to rip out dependencies on that library. It exports a Display class which takes over creating the pygame display and can blit objects which have 4 attributes on them -

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread René Dudfield
Very cool :) Have you seen the Lamina code? http://pitchersduel.python-hosting.com/browser/branches/Lamina/ btw, I had to comment out this line, which seems to be fcked on pyopengl cvs. Otherwise it segfaulted. #print glGetString(GL_EXTENSIONS) I also get this on exit: Exception

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Greg Ewing
Kris Schnee wrote: Maybe I'm answering my own question here. I'm basically looking for eye candy instead of focusing on the gameplay concepts I want to develop. It's probably better to focus on getting the gameplay right before going after eye candy. Maybe prototype the whole thing in 2D

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Greg Ewing
Brian Fisher wrote: textures have to be a power-of-2 in width and height - so you have to deal with that to upload say a 24x12 image for blitting. The 3 basic approaches are: There's also 4. Scale the texture image so that it has power-of-2 sizes which may work well enough for photographic

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Brian Fisher
On Feb 13, 2008 4:28 PM, Greg Ewing [EMAIL PROTECTED] wrote: There's also 4. Scale the texture image so that it has power-of-2 sizes which may work well enough for photographic images and such like where you're not too concerned about the appearance of fine details. I've heard that

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Brian Fisher
On Feb 13, 2008 3:43 PM, René Dudfield [EMAIL PROTECTED] wrote: Have you seen the Lamina code? http://pitchersduel.python-hosting.com/browser/branches/Lamina/ I hadn't seen it before - It appears to take the approach of maintaining a single full-screen overlay which is created from a pygame

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread René Dudfield
yeah, I think there are a couple of approaches. Lamina takes the first approach... which is to make almost everything work - just by updating dirty rects. So you render to an offscreen surface. As long as you are careful with dirty rects - it should be fairly fast, and not very complex. Mainly

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Ian Mallett
On Feb 13, 2008 4:02 PM, Greg Ewing [EMAIL PROTECTED] wrote: In my experience, doing anything in 3D is very hard work, and if you don't tackle the most important parts first, there's a danger of running out of steam before you get it finished. Greg is correct. Do the most important stuff

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Kris Schnee
Brian Fisher wrote: ... Also, I have to say that at first I thought it would be a Royal Pain to have to deal with rendering 2d stuff in openGL - but it actually turned out to be much easier than I thought and kind of a lot of fun (although I may have more pain later I suppose). The only thing

Re: [pygame] PyGame / PyOpenGL Example

2008-02-13 Thread Brian Fisher
On Wed, Feb 13, 2008 at 10:16 PM, Ian Mallett [EMAIL PROTECTED] wrote: Strangely enough, I've never had problems using textures which are not a standard size. Any idea why? I assume by standard size you mean non-power of 2... you probably have no problem with it because all the machines you've

Re: [pygame] PyGame / PyOpenGL Example

2008-02-12 Thread Richard Jones
On Wed, 13 Feb 2008, kschnee wrote: Loading images and displaying those and text is a royal pain in OpenGL, even in Python. The even in Python is a little out of date now :) from pyglet import image, font # display an image im = image.load('image.png') im.blit() # display some text t =

Re: [pygame] PyGame / PyOpenGL Example

2008-02-12 Thread Richard Jones
On Wed, 13 Feb 2008, René Dudfield wrote: Apart from Richards shameless self promotion of pyglet, here's some other things to look at... It was more an attempt to dispel the even in Python statement :) Richard

Re: [pygame] PyGame / PyOpenGL Example

2008-02-12 Thread Ian Mallett
I don't exactly recommend the NeHe tutorials for their nice code, but there are some nice clear enough python examples. http://www.pygame.org/gamelets/ Has nehe tutorials 1-10. I'll write some OpenGL basecode sometime too.

Re: [pygame] PyGame / PyOpenGL Example

2008-02-12 Thread kschnee
On Tue, 12 Feb 2008 23:23:49 +1030, fragged [EMAIL PROTECTED] wrote: Hey guys, I've been searching for some decent examples of PyOpenGL to help me port my current application to OpenGL to speed things up on my perty new 1920x1200 LCD (Getting about 20fps, using no acceleration whatsoever),

[pygame] PyGame / PyOpenGL Example

2008-02-12 Thread fragged
Hey guys, I've been searching for some decent examples of PyOpenGL to help me port my current application to OpenGL to speed things up on my perty new 1920x1200 LCD (Getting about 20fps, using no acceleration whatsoever), however I've been unable to find any decent guides on the net that

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

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

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,

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

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.

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

2007-01-17 Thread Chris Ashurst
, 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

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

2007-01-17 Thread altern
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

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

2007-01-17 Thread Dave LeCompte (really)
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

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

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

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

[pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-16 Thread Dave LeCompte (really)
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

Re: [pygame] PyOpenGL and win32screensaver

2006-12-24 Thread Ken Seehart
Thanks Luke, it works great. Luke Paireepinart wrote: What kind of side effect should I expect from the OPENGL flag? Any ideas/workarounds? Happy Everything, Thanks, Ken! Okay, you asked for a workaround :) Don't use win32screensaver! If you just create a py2exe of your program,

Re: [pygame] PyOpenGL and win32screensaver

2006-12-22 Thread Luke Paireepinart
What kind of side effect should I expect from the OPENGL flag? Any ideas/workarounds? Happy Everything, Thanks, Ken! Okay, you asked for a workaround :) Don't use win32screensaver! If you just create a py2exe of your program, rename it to .scr, and put it in the right folder, it will

[pygame] PyOpenGL and win32screensaver

2006-12-21 Thread Ken Seehart
I am trying to get a 3D screensaver to work using PyGame, PyOpenGL and win32screensaver. There seems to be an incompatibility that I haven't been able to resolve. Since win32screensaver invokes a special instance of pygame, I know I can't import pygame myself or use pygame.display.set_mode

Re: [pygame] PyOpenGL

2006-08-09 Thread Kris Schnee
Bob Ippolito wrote: On Aug 8, 2006, at 2:28 PM, Kris Schnee wrote: I'm interested in trying OpenGL again with that sample code just posted, but isn't using PyOpenGL now a problem considering that it seems to require NumPy rather than Numeric, and that NumPy blatantly withholds its

Re: [pygame] PyOpenGL

2006-08-08 Thread Brian Fisher
On 8/8/06, Kris Schnee [EMAIL PROTECTED] wrote: I'm interested in trying OpenGL again with that sample code just posted, but isn't using PyOpenGL now a problem considering that it seems to require NumPy rather than Numeric, and that NumPy blatantly withholds its documentation? Isn't that

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