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: [email protected] >>> 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. >>> >> >
