If you specify your screen setup for example
pygame.display.set_mode((1024,768), OPENGL|DOUBLEBUF|FULLSCREEN)
you can do all your drawing via OpenGL. And this works fine on a mac.
best,
Doug
Bob Ippolito wrote:
On Jul 21, 2006, at 3:39 PM, David Warde-Farley wrote:
On 21-Ju
On Jul 21, 2006, at 5:25 PM, Dethe Elza wrote:
> Kaweh Kazemi wrote:
>> essentially i am trying to package a Panda3D test application using
>> py2app - see http://knuddl.net/moin.cgi/InstallPanda3d for my Panda3D
>> package if interested(compiled/linked for OS X including installation
>> instruct
Kaweh Kazemi wrote:
> essentially i am trying to package a Panda3D test application using
> py2app - see http://knuddl.net/moin.cgi/InstallPanda3d for my Panda3D
> package if interested(compiled/linked for OS X including installation
> instructions) - though be aware that the installation is
On Jul 21, 2006, at 3:39 PM, David Warde-Farley wrote:
> On 21-Jul-06, at 6:26 PM, Robert Stephenson wrote:
>
>> My app needs a full-screen mode, and am looking for examples or
>> advice how to do it. CoreGraphics allows you to capture the
>> display and then draw on it, but since it's not writt
On 21-Jul-06, at 6:26 PM, Robert Stephenson wrote:
> My app needs a full-screen mode, and am looking for examples or
> advice how to do it. CoreGraphics allows you to capture the
> display and then draw on it, but since it's not written in ObjC my
> understanding is that it's not easily acc
My app needs a full-screen mode, and am looking for examples or advice how to do it. CoreGraphics allows you to capture the display and then draw on it, but since it's not written in ObjC my understanding is that it's not easily accessible from PyObjC. An alternative would be to bring up a border
>> WARNING: Mach-O header may be too large to relocate
>> Traceback (most recent call last):
>>File "/Library/Frameworks/Python.framework/Versions/2.4/lib/
>> python2.4/site-packages/py2app-0.3.2-py2.4.egg/py2app/build_app.py",
>> line 548, in _run
>> self.run_normal()
>>File "/Library
>> WARNING: Mach-O header may be too large to relocate
>> Traceback (most recent call last):
>>File "/Library/Frameworks/Python.framework/Versions/2.4/lib/
>> python2.4/site-packages/py2app-0.3.2-py2.4.egg/py2app/build_app.py",
>> line 548, in _run
>> self.run_normal()
>>File "/Library
>> WARNING: Mach-O header may be too large to relocate
>> Traceback (most recent call last):
>>File "/Library/Frameworks/Python.framework/Versions/2.4/lib/
>> python2.4/site-packages/py2app-0.3.2-py2.4.egg/py2app/build_app.py",
>> line 548, in _run
>> self.run_normal()
>>File "/Library
On Jul 21, 2006, at 3:09 PM, Kaweh Kazemi wrote:
>>> changing the path order would be a problem (at least for me),
>>> wouldn't it?
>>>
>>> my python2.4 (and the approriate link 'python') is in /usr/local/bin
>>> (as installed with the latest Python Universal installer if i recall
>>> correctly)
>> changing the path order would be a problem (at least for me),
>> wouldn't it?
>>
>> my python2.4 (and the approriate link 'python') is in /usr/local/bin
>> (as installed with the latest Python Universal installer if i recall
>> correctly) and if i type 'python' into the terminal i would like thi
On Jul 21, 2006, at 12:03 PM, Christopher Barker wrote:
> Bob Ippolito wrote:
>> On Jul 20, 2006, at 5:11 PM, Christopher Barker wrote:
>>> Again, I see the need for py2app to be able to create "applets" --
>
>> What exactly are applets supposed to be anyway? I'm not sure what
>> you'd
>> want
Bob Ippolito wrote:
> On Jul 20, 2006, at 5:11 PM, Christopher Barker wrote:
>> Again, I see the need for py2app to be able to create "applets" --
> What exactly are applets supposed to be anyway? I'm not sure what you'd
> want that isn't already covered by py2app...
I wrote that because I remem
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