[EMAIL PROTECTED] wrote: > On Thu, June 7, 2007 2:45 pm, Horst JENS wrote: >> On Mon, 2007-06-04 at 21:19 +0100, Will McGugan wrote: > >>> I've just posted some sample code for using OpenGL with PyGame. Hope >>> you find it interesting. >>> >>> http://www.willmcgugan.com/2007/06/04/opengl-sample-code-for-pygame/ >>> >> that's exactly what i was looking for... thanks! > > It is interesting. Am I right in understanding that you basically have to > choose between Pygame's normal (SDL) drawing functions, like surface.blit, > and OpenGL's? You can't just draw a 3D scene like that of the code above, > and then blit an interface or text atop it. Instead you have to switch to > a 2D mode, turn your Pygame drawing into an OpenGL texture, and draw a > rectangle textured with the new drawing -- and delete/replace the texture > every time you want to change something. That's so cumbersome that I've > barely ever gotten it to work; is there a better way to integrate OpenGL > and Pygame graphics? >
A while ago, I had had some success in specifying OpenGL+blit functionality, but I suspect that was very driver-specific, so it probably wasn't reliable or portable. Since then, I've abandoned all SDL-like drawing, and gone over to OpenGL for everything. Instead of blitting an interface, I draw a (probably textured) rectangle parallel to the screen. Here's an example that doesn't use textures: http://media.pyweek.org/dl/4/BDG_07_04/07-04-03-09-28-gasGiantMemo.png And a dialog box with multiple child button widgets: http://media.pyweek.org/dl/4/BDG_07_04/07-04-05-09-19-optionsScreen.png I'm getting afield from your question, though, of integrating PyGame/SDL graphics with OpenGL graphics. What is it that you'd prefer to do in PyGame/SDL instead of OpenGL? -Dave LeCompte