Hi

It looks like I have the same problem.
After some fiddling with the mouse I got this on screen (scrolling 
allot), see attached screenshot.
I have set

glDisable(GL_CULL_FACE)

as you have suggested and here is the info:

 >>> from pyglet.gl import gl_info
 >>> gl_info.get_version()
'1.5.2'
 >>>

WinXP SP2

It looks like the map is in/on a (rotating) cube at the bottom left of 
the screen (at 0/0/0?). First I thought it could be a clipping problem, 
but I do not think so.

If I draw it as wireframe (option -f) I have more or less the same 
result. I hope this helps you find the problem.

~DR0ID


Casey schrieb:
> So you tried substituting draw_solid() for draw_composed() in the main
> loop? That gives me about 0 fps on my machine, but it does draw
> something (very slowly), That removes the use of display lists and
> stencil and just draws the mesh in client-code each frame.
>
> What opengl version is your machine and what OS? (this will tell you
> the opengl part):
>
>   
>>>> from pyglet.gl import gl_info
>>>> gl_info.get_version()
>>>>         
>
> Can you send me a screenshot of what you are seeing? It almost sounds
> like it is drawing everything wound backward so it is getting culled.
> To test that theory you might try changing this line before the main
> loop:
>
> glEnable(GL_CULL_FACE)
>
> to
>
> glDisable(GL_CULL_FACE)
>
> Although I know the code explicitly sets the winding direction, so I'm
> skeptical that will help. A screenshot may lend a clue though.
>
> -Casey
>
> On Mar 2, 4:09 am, Alex <[EMAIL PROTECTED]> wrote:
>   
>> It doesn't work. :-(
>>
>> The window opens.
>> 'Calculating Terrain...' is displayed and then it vanishes.
>> I only see a blue background.
>> If I left click and move, I see some colored lines(not wireframe!).
>> With a little fantasy I can recognise parts of a landscape rotating.
>>
>> I deactivated light, fog,..., but is still does'nt work.
>> I used draw, draw_solid, draw_wireframe, draw_composed, ...
>>     
> >
>
>   

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