On Thu, Jan 8, 2009 at 3:12 AM, mihai.maruseac <[email protected]>wrote:
> > We are a team of uni students working on an open source engine using > only Pyglet and Python with no C bindings. The project goes well until > now (here [0] are some screencasts from a previous stage) except for > some problems. > > 1.The perspective works just fine in pyglet1.0 yet, when we made the > switch to 1.1 it was broken and we cannot get around this problem. > Maybe there is something we've missed. If you are setting your projection matrix in the on_resize handler, it be overridden by the default on_resize handler - make sure your on_resize handler returns pyglet.event.EVENT_HANDLED. 2.The terrain rendering (with VertexBuffers because all other > rendering schemes were too slow) causes a segmentation fault unless we > draw a tiny dummy model before trying to render the terrain. It sounds like you have the wrong combination of vertex arrays enabled - check very carefully that you only enable the arrays you are using, and that all contain the same number of elements. > 3.We tried to implement some shaders because our code for the shadows > doesn't produce good results. However, the shaders are going to > slowly. Maybe some of you know some hints on how to improve them. :) If we can see the shaders, we can almost certainly offer some advice. Also, what hardware (graphics card, primarily) is this running on? > 4.We tried creating an user interface in pyglet1.0 and it went messing > our 3D objects (in fact the shadows casted by the 3D objects were also > seen on the interface). We'll start now using the pyglet1.1 > functionality, if we can get around the problems at 1. It sounds like your shadow shader is not being unbound correctly. 5.I just found that I can use NURBS for terrain rendering. My question > is whether there exists some NURBS interface in pyglet (their site is > going very slow right now) and if it has the property of autocomputing > normals in an efficient way. OpenGL's built in support for NURBS is a software implementation as part of GLU - they are a pain to set up, slow to initially tesselate, and render very inefficiently (immediate mode). I wouldn't really recommend them for anything. -- Tristam MacDonald http://swiftcoder.wordpress.com/ --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
