Does it work on the Mac at all? I guess the first task would be to get
it working on the Mac. Not sure what the problem is, but you may want
to try lighting the scene. Sometimes I get "black" GL scenes when I
fail to place a light. If you render into a window, rather than
offscreen, do you see anything?

Crispin

On Mon, May 11, 2009 at 11:32 PM, sevenseeker <[email protected]> wrote:
>
> 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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