There are a few unnecessary items in your code, but nothing that should
cause a driver crash - I am afraid I don't much of anything helpful to add
at this point.
If you are able to send the script itself, I would be happy to try and
reproduce and debug the issue.

On Fri, Feb 13, 2009 at 8:07 AM, [email protected] <
[email protected]> wrote:

>
> Yes, exactly, it's a MBP about a yeard old, and yes
> running vista x64 ultimate on it.
> I call this function in every update step (fps=60).
> So the code does render nice, and it's after that it's stopped
> a few mintues (seconds) later video memory gets corrupt.
> Some more details :
>
> def init():
>    glEnable(GL_BLEND)
>    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
>    glDepthFunc(GL_LEQUAL)
>    glEnable(GL_COLOR_MATERIAL)
>    glShadeModel(GL_SMOOTH
>
> The rest of the code is already commented out, so the problem
> must be around here.
> Strange, this is the first time pyglet caused any problems,
> so it *must* be related to texture mapping.
> Sprites, fonts, animation was all ok. (and lights too)
>
> On Feb 13, 1:52 pm, Tristam MacDonald <[email protected]> wrote:
> > On Fri, Feb 13, 2009 at 7:20 AM, [email protected] < >
> > [email protected]> wrote:
> >
> > > Ok, i know that this code has like 1o flaws, i am just
> > > learning pyglet-opengl, but it is *so* bad that the
> > > nvidia 8600MGT vga card in the notebook goes crazy,
> > > pixels start moving around to the extent that i have to
> > > restart to macbook.
> >
> > > It actually draw what it should, but after 2-3 runs
> > > it will kill the pc.
> >
> > > So i was thinking should some resources be manually
> > > freed in pyglet ?
> > > I am afraid to run this code or play around with it :)
> > > Just for entertainment :
> >
> > > def draw_texture_test():
> >
> > >    dotexture=1
> >
> > >    if dotexture:
> > >        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
> > > GL_LINEAR)
> > >        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
> > > GL_LINEAR)
> > >        glEnable(GL_TEXTURE_2D)
> > >        glEnable(GL_COLOR_MATERIAL)
> > >        image   = pyglet.image.load(r'c:\test.png')
> > >        texture = image.get_texture()
> > >        glBindTexture(GL_TEXTURE_2D, texture.id)
> >
> > >    pyglet.graphics.draw(3, pyglet.gl.GL_TRIANGLES,
> > >                         ('v2i', (10, 15, 800, 35, 500, 900)),
> > >                         ('t2f', (0, 0, 1, 1, 1, 0))
> > >    )
> >
> > >    if dotexture:
> > >        glDisable(GL_TEXTURE_2D)
> >
> > I take it this is a recent model MacBook, but running under Windows? The
> > reason I ask is that the Mac and Window's OpenGL drivers are very
> different,
> > and tend to suffer from different problems.
> > There doesn't seem to be anything wrong with the code you posted -
> certainly
> > not anything that should crash the driver. Any chance you could post the
> > whole program?
>

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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