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Re: [pygame] Pygame and PyOpenGL
Mike C. Fletcher wrote:
> My OpenGLContext engine can do all of that quite readily (screenshots,
> including lit and textured worlds, are here):
Matthias Baas wrote:
I know I'm biased, but you might also consider cgkit
(http://cgkit.sourceforge.net). The second version can also be used to...
But as Mike already said, the requirements you mentioned here are rather
minimal and any 3D toolkit will probably be able to meet them.
Thanks, both of you. I downloaded PyOpenGL and the NEHE tutorials and
found those helpful -- got them working easily. For now, though, I think
PyOpenGL by itself is enough, and I don't have to install these hrair
extra modules and deal with their licenses and dependencies. The basic
module is simple and powerful. I already figured out how to control the
camera, or more accurately pan the world past me.
I found two bugs in the NEHE tutorials. One is that the window doesn't
close when the program shuts down; this is solved by adding
"pygame.display.close()" after the main loop. But the window also
doesn't let the screen update behind it when moved; ie. moving the
window leaves behind a smear of unupdated screen. And is there a true
fullscreen mode? (Changing the resolution to 1024x768 creates a topless
window but still leaves Windows' bottom bar.)
What about building Windows EXEs from a project using Pygame and
PyOpenGL? When I tried making one from a version of a NEHE tutorial, it
worked fine until I ran the EXE. Then:
...File "OpenGL\__init__.pyc", line 14, in __set_attributes
IOError: [Errno 2] No such file or directory:
'C:\Python\dist\library.zip\\OpenGL\\version'
I also notice that library.zip includes a nearly-empty subdirectory
labeled 'ogre,' though I'm not using it.
Kris