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/ --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
