Ah, sorry I am not sure what crack I was smoking to not put that vital
info here.  Thank you VERY much btw.

I am currently developing on a Mac 10.5 Powerbook Pro

However, the idea is for this to be rendered on Amazon EC2 Ubuntu 8.10
machines, thus headless and using Mesa.

ok, OpenGL capabilities of Mac are:
name of display: /tmp/launch-yFutat/:0
display: /tmp/launch-yFutat/:0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
    GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_OML_swap_method,
    GLX_SGI_make_current_read, GLX_SGIX_fbconfig,
GLX_MESA_copy_sub_buffer
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample,
GLX_EXT_visual_rating,
    GLX_SGIX_fbconfig
GLX version: 1.4
GLX extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample,
GLX_EXT_visual_rating,
    GLX_SGIX_fbconfig
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce 8600M GT OpenGL Engine
OpenGL version string: 2.0 NVIDIA-1.5.36
OpenGL shading language version string: 1.20
OpenGL extensions:
    GL_ARB_transpose_matrix, GL_ARB_vertex_program,
GL_ARB_vertex_blend,
    GL_ARB_window_pos, GL_ARB_shader_objects, GL_ARB_vertex_shader,
    GL_ARB_shading_language_100, GL_EXT_multi_draw_arrays,
    GL_EXT_clip_volume_hint, GL_EXT_rescale_normal,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord,
    GL_EXT_gpu_program_parameters, GL_EXT_geometry_shader4,
    GL_EXT_transform_feedback, GL_APPLE_client_storage,
    GL_APPLE_specular_vector, GL_APPLE_transform_hint,
GL_APPLE_packed_pixels,
    GL_APPLE_fence, GL_APPLE_vertex_array_object,
    GL_APPLE_vertex_program_evaluators, GL_APPLE_element_array,
    GL_APPLE_flush_render, GL_APPLE_aux_depth_stencil,
    GL_NV_texgen_reflection, GL_NV_light_max_exponent,
GL_IBM_rasterpos_clip,
    GL_SGIS_generate_mipmap, GL_ARB_imaging, GL_ARB_point_parameters,
    GL_ARB_texture_env_crossbar, GL_ARB_texture_border_clamp,
    GL_ARB_multitexture, GL_ARB_texture_env_add,
GL_ARB_texture_cube_map,
    GL_ARB_texture_env_dot3, GL_ARB_multisample,
GL_ARB_texture_env_combine,
    GL_ARB_texture_compression, GL_ARB_texture_mirrored_repeat,
GL_ARB_shadow,
    GL_ARB_depth_texture, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_occlusion_query, GL_ARB_point_sprite,
    GL_ARB_texture_non_power_of_two, GL_ARB_vertex_buffer_object,
    GL_ARB_pixel_buffer_object, GL_ARB_draw_buffers,
    GL_ARB_shader_texture_lod, GL_EXT_compiled_vertex_array,
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_texture_rectangle,
    GL_ARB_texture_rectangle, GL_EXT_texture_env_add,
GL_EXT_blend_color,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_texture_lod_bias,
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_stencil_wrap,
    GL_EXT_texture_filter_anisotropic, GL_EXT_secondary_color,
    GL_EXT_blend_func_separate, GL_EXT_shadow_funcs,
GL_EXT_stencil_two_side,
    GL_EXT_depth_bounds_test, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_sRGB,
    GL_EXT_blend_equation_separate, GL_EXT_texture_mirror_clamp,
    GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform,
    GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_EXT_draw_buffers2,
    GL_APPLE_flush_buffer_range, GL_APPLE_ycbcr_422,
    GL_APPLE_vertex_array_range, GL_APPLE_texture_range,
    GL_APPLE_float_pixels, GL_ATI_texture_float,
GL_ARB_texture_float,
    GL_ARB_half_float_pixel, GL_APPLE_pixel_buffer,
GL_APPLE_object_purgeable,
    GL_NV_point_sprite, GL_NV_register_combiners,
GL_NV_register_combiners2,
    GL_NV_blend_square, GL_NV_texture_shader, GL_NV_texture_shader2,
    GL_NV_texture_shader3, GL_NV_fog_distance, GL_NV_depth_clamp,
    GL_NV_multisample_filter_hint, GL_NV_fragment_program_option,
    GL_NV_fragment_program2, GL_NV_vertex_program2_option,
    GL_NV_vertex_program3, GL_ATI_texture_mirror_once,
    GL_ATI_texture_env_combine3, GL_ATI_separate_stencil,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod

Of the headless Ubuntu EC2 machine: (using xvfb)
name of display: localhost:10.0
display: localhost:10  screen: 0
direct rendering: No (If you want to find out why, try setting
LIBGL_DEBUG=verbose)
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
    GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_OML_swap_method,
    GLX_SGI_make_current_read, GLX_SGIX_fbconfig,
GLX_MESA_copy_sub_buffer
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample,
GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_MESA_allocate_memory,
    GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control,
    GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_OML_sync_control,
    GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap
GLX version: 1.2
GLX extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample,
GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_MESA_copy_sub_buffer,
    GLX_OML_swap_method, GLX_SGI_make_current_read,
GLX_SGIX_fbconfig,
    GLX_EXT_texture_from_pixmap
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce 8600M GT OpenGL Engine
OpenGL version string: 1.4 (2.0 NVIDIA-1.5.36)
OpenGL extensions:
    GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_imaging,
GL_ARB_multisample,
    GL_ARB_multitexture, GL_ARB_occlusion_query,
GL_ARB_point_parameters,
    GL_ARB_point_sprite, GL_ARB_shadow, GL_ARB_texture_border_clamp,
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,
GL_ARB_vertex_program,
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_clip_volume_hint,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_object,
    GL_EXT_multi_draw_arrays, GL_EXT_point_parameters,
GL_EXT_rescale_normal,
    GL_EXT_secondary_color, GL_EXT_shadow_funcs,
GL_EXT_stencil_two_side,
    GL_EXT_stencil_wrap, GL_EXT_texture_compression_dxt1,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_add, GL_EXT_texture_lod_bias,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_rectangle,
    GL_APPLE_packed_pixels, GL_ATI_draw_buffers,
GL_ATI_texture_env_combine3,
    GL_ATI_texture_mirror_once, GL_ATIX_texture_env_combine3,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_fog_distance,
    GL_NV_fragment_program_option, GL_NV_fragment_program2,
    GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,
    GL_NV_point_sprite, GL_NV_texgen_reflection,
GL_NV_texture_rectangle,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod,
GL_SUN_multi_draw_arrays

Thanks,
Jason



On May 11, 9:34 am, Crispin Wellington <[email protected]>
wrote:
> You need to give more information. What platform are you on. Windows,
> Mac, Linux? You will need to at least get some OpenGL information. On
> linux you can use 'glxinfo' to print out the OpenGL information. I am
> unsure of what method to use on other platforms, but it is something
> you should investigate.
>
> What I am interested in is if your GL driver supports offscreen
> buffers. Old graphics cards and drivers often do not. If yours does
> not, then you can only render to a visible buffer.
>
> Hope this gives you at least some direction.
>
> Regards
>
> Crispin
>
> On Mon, May 11, 2009 at 10:16 PM, sevenseeker <[email protected]> wrote:
>
> > Please if anyone has any information to help, I would greatly
> > appreciate it.  Otherwise I will have to very quickly switch to Pygame
> > and that will be unpleasant given our timeline.
>
> > Thank you,
> > Jason
>
> > On May 8, 2:28 pm, sevenseeker <[email protected]> wrote:
> >> following the instructions here (http://groups.google.com/group/pyglet-
> >> users/browse_thread/thread/6dbf631ca248eaed) I receive nothing but
> >> images saved that are black.
>
> >> I am not sure I know enough to ask the right questions.  Are there
> >> opengl states I need to set?
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