Hi, at one point they did work...
However pyopengl 3 is still in beta and has been changing a lot recently... causing some things to fail. There's been a recent fix in cvs to get them working on windows again (I think your platform). I know that recently a bunch of shader examples were added to cvs too. So... use pyopengl cvs, and help out with bug reports and patches :) Mike is pretty responsive over there, but if you have any patches I can apply them as well if you need. cheers, On Tue, Oct 21, 2008 at 1:42 PM, Ian Mallett <[EMAIL PROTECTED]> wrote: > Hi, > > I've been doing lots of cool stuff with PyOpenGL, but frankly, with cooler > effects comes more complexity, and when things get more complex, PyOpenGL > "fixed function" techniques do not seem to be the answer. A dynamically > rendered cubic reflectionmapped object is complicated enough. So is a > dynamically updated framebuffer shadowmapped object. I just barely got > these working, and they aren't simple to implement at all. Try putting the > two together? How would you add real-time refraction? Caustics? Some of > these fixed function effects aren't exact either, and some are slow. > > The solution, I've gathered from day 1, is to use shaders, which are > programs run on the GPU. They're faster, simpler to use, more powerful and > flexible, and all-around just cool. That's great and everything, but > shaders, simplifying and inherently simple though they are, seem immune to > implementation in PyGame, by which I mean, no one seems to know how to do > it. Which brings me to my point, or rather my exception. There are shader > examples on our very own pygame.org. However, neither of the shader > examples work for me, even after I made the obvious modifications. > > The obvious observations were made: > -These apparently worked as recently as OpenGL 2.0, which is recent, but not > amazingly so. > -My computer does support shaders, so it's not a hardware issue--It was > bought after these tutorials were written, and it was middle-range at that > time. Further, PyGlet shader programs, and commercial programs seem to work > just dapper. > -Aside from these tutorials, no other shader examples in PyGame and PyOpenGL > could be had anywhere on the net. > -PyGlet supports shaders, but PyGame doesn't? Seems improbable, as shaders > are PyOpenGL stuff. Does PyGlet use the PyOpenGL port of the outdated > OpenGL 2.0? If so, why did the PyOpenGL people depreciate what they call > "the future of graphics" in a newer release? OpenGL 2.1 sure doesn't. > > So, does anyone know how to make a shader program? They should be really > simple judging by the complexity of the broken examples and what I already > know on the topic. Perhaps someone who knows a bit more PyOpenGL and/or is > more familiar with Python and/or PyGame than I do could write a new > tutorial? > > I'm really hoping to get somewhere with shaders, but the examples on > pygame.org don't work. > > Please help, thanks, > Ian >