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/

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