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? > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
