On Thu, Nov 6, 2008 at 12:08 AM, josch [EMAIL PROTECTED] wrote:
a guy called __doc__ advised me to replace my GL_QUADS by GL_TRIANGLES
in my tile engine a few days ago because of performance isues. I did
that and on my modern intel X3100 hardware i had EXACTLY the same
framerates with
confirmation (or otherwise) of my understanding.
On Nov 6, 2:14 pm, Tristam MacDonald [EMAIL PROTECTED] wrote:
On Thu, Nov 6, 2008 at 12:08 AM, josch [EMAIL PROTECTED] wrote:
a guy called __doc__ advised me to replace my GL_QUADS by GL_TRIANGLES
in my tile engine a few days ago because
On Thu, Nov 13, 2008 at 12:18 PM, Andre Maximo [EMAIL PROTECTED] wrote:
Hi,
I'm trying to write a media player with PyGLET and it can play mp3
files fine. The problem is when I tryed to play a .m4a file, also
called AAC file, which generally comes imported from audio CD musics.
How can I
On Thu, Nov 13, 2008 at 4:44 PM, Andre Maximo [EMAIL PROTECTED] wrote:
Hello Tristam,
The problem is that I already have a set of music databases which
have many AAC files (true enough because all of these databases comes
from iTunes).
Fair enough, although bulk conversion may still be
On Tue, Nov 18, 2008 at 1:15 PM, tiloprobst [EMAIL PROTECTED] wrote:
Any ideas? Do I even need Pygame? I'd rather not install it just for
a .obj loader.
.obj loaders are pretty trivial, I even have an old one I could rip out of
an old project and send you if you want. Certainly no point adding
Use glScissor to define a rectangular area to draw to (you must also enable
GL_SCISSOR_TEST).
On Tue, Nov 18, 2008 at 3:05 PM, Steve [EMAIL PROTECTED] wrote:
I want to limit drawing to a rectangular area of the screen, so that
if you draw an oval or something halfway in it, only half of the
On Thu, Nov 20, 2008 at 2:40 PM, Steve [EMAIL PROTECTED] wrote:
I would like to grab an arbitrarily shaped area of the color buffer,
or draw an image to the screen with a separately rendered mask.
Accomplishing either task would help solve my problem. Can anyone
point me in the right
On Sun, Nov 23, 2008 at 9:22 PM, Alex Holkner [EMAIL PROTECTED]wrote:
On Mon, Nov 24, 2008 at 12:41 PM, Simtex [EMAIL PROTECTED] wrote:
I'm trying to do some basic mouse selection of irregular size 2d-
objects (rectangular bounds checking isn't sufficient) so I've been
trying to figure
On Sat, Nov 29, 2008 at 8:24 PM, Alex Holkner [EMAIL PROTECTED]wrote:
You just need to schedule your update function on the clock (instead
of in the draw method):
def update(dt):
ship.update()
period = 1 / 60.0 # 60 frames per second
pyglet.clock.schedule_interval(update, period)
On Tue, Dec 2, 2008 at 3:32 PM, josch [EMAIL PROTECTED] wrote:
On Dec 2, 4:12 pm, Luke Paireepinart [EMAIL PROTECTED] wrote:
Is it too late to add widescreen support? This looks really cool
(I've never played the game though) but 4x3 on a 16x10 monitor doesn't
look very attractive :)
On Tue, Dec 2, 2008 at 2:08 PM, josch [EMAIL PROTECTED] wrote:
of course i have - the calculations are easy.
to calculate the number of quads take (screen_width/32)*(screen_height/
32)*1.15 (1.15 being the factor that adds the average number of map
objects per tile) when zooming out the tile
On Tue, Dec 2, 2008 at 5:23 PM, josch [EMAIL PROTECTED] wrote:
i actually am alpha blending - all map objects do have transparent
areas! is this a problem?
For certain blending functions, the objects need to be sorted back-to-front,
but depending on your setup it may not matter.
also:
i
On Wed, Dec 3, 2008 at 1:17 PM, josch [EMAIL PROTECTED] wrote:
On Dec 3, 5:06 pm, Casey Duncan [EMAIL PROTECTED] wrote:
Before you go too crazy re-implementing everything, you really should
do some profiling to figure out what specific parts of yours (and/or
pyglet's) code are slow.
On Wed, Dec 3, 2008 at 2:39 PM, josch [EMAIL PROTECTED] wrote:
@tristam
terrain layer actually is only one group as it is flat.
well i dont understand how one could draw things with only 2-3 groups.
imagine a texturegion from texture A being one map object and a
texture region from texture B
On Wed, Dec 3, 2008 at 2:49 PM, josch [EMAIL PROTECTED] wrote:
of course it does this AFTER sorting by texture.
so it would first draw all objects from texture A in the correct
ordering and then objects from texture B in the correct ordering
resulting in not correct overlappings.
your
On Dec 3, 2008, at 5:03 AM, Vaibhav.bhawsar
[EMAIL PROTECTED] wrote:
Hi there,
i am drawing a circle using GL_LINE_STRIP in this function. i am not
sure if this is how create degenerate vertices are added. because two
successive calls to this circle function draws two connected circles!?
In case anyone is interested, I wrote a simple pong clone using Pyglet.
The source is fairly heavily commented, and I attempted to use best
practices throughout, in the hopes that it would be of use to anyone
learning Pyglet.
Comments and suggestions are welcome, and you can find it here:
On Mon, Dec 8, 2008 at 5:43 PM, Alex Holkner [EMAIL PROTECTED] wrote:
On 12/9/08, Tristam MacDonald [EMAIL PROTECTED] wrote:
In case anyone is interested, I wrote a simple pong clone using Pyglet.
The source is fairly heavily commented, and I attempted to use best
practices throughout
, Tristam MacDonald [EMAIL PROTECTED]wrote:
On Tue, Dec 9, 2008 at 12:28 AM, vaibhav [EMAIL PROTECTED]wrote:
hi Tristam,
this is a great example. i better understand states now. i found one
typo in the last line of main update function, though i don't think
that 'else' condition is ever met
, 2008 at 9:18 AM, Tristam MacDonald [EMAIL PROTECTED]wrote:
On Tue, Dec 9, 2008 at 12:12 PM, Paul [EMAIL PROTECTED] wrote:
Also, I noticed there's a function to handle window resizing, but the
window is not resizable. Adding the window attribute resizable=True makes
it work as expected.
I
On Wed, Dec 10, 2008 at 7:38 AM, Grzegorz Adam Hankiewicz
[EMAIL PROTECTED] wrote:
What I see in windowed mode is the first image, then I quickly see the
others with the black cross, since basically the program is consuming
100% cpu processing images. But everything works fine, no flicker or
I am manufacturing procedural sound for my Pong example, and wanted to use
pyglet.media.procedural. I reallise that this module is probably in alpha,
since it is undocumented.
The basic modules seem to work fine, but I can't get them to play more than
once. If you run the following example, the
On Thu, Dec 11, 2008 at 5:12 PM, Alex Holkner alex.holk...@gmail.comwrote:
On 12/12/08, Tristam MacDonald swiftco...@gmail.com wrote:
I am manufacturing procedural sound for my Pong example, and wanted to
use
pyglet.media.procedural. I reallise that this module is probably in
alpha
I don't have a direct answer to your question, but the accumulation buffer
is a deprecated feature, so support on recent drivers may be lagging.
On Fri, Dec 12, 2008 at 1:55 PM, ldlework dlacew...@gmail.com wrote:
Bump?
On Dec 11, 5:31 am, ldlework dlacew...@gmail.com wrote:
I have also
On Thu, Dec 18, 2008 at 12:00 PM, Steve dior...@gmail.com wrote:
You can also try setting glLineWidth(2), or something else greater
than 1, as a stopgap.
line widths greater than 1 are deprecated, so your milage may vary there as
well, particularly with newer drivers.
(in a function called
You can improve performance by separating the sprites that need to be alpha
blended (transparent), and the ones that only need to be alpha tested (just
remove transparent pixels). Alpha testing doesn't require any particular
order, so you can let the depth handle those in with the solid sprites.
A
On Fri, Dec 19, 2008 at 12:02 PM, Tristam MacDonald swiftco...@gmail.comwrote:
I have posted a simple (but fairly full featured) GLSL wrapper class to my
blog. It might be useful for anyone interested in using shaders with Pyglet,
especially beginners, as it hides most of the OpenGL/ctypes
By default, pyglet only redraws the window when an event occurs, or when a
time fires. To force pyglet to redraw at a fixed interval, schedule an
update function:
def update(dt):
pass
pyglet.clock.schedule_interval(update, 1.0/60.0)
- Tristam
On Sun, Dec 21, 2008 at 2:04 PM, Silentpolygon
On Sun, Dec 21, 2008 at 6:18 PM, Matthew Edwards cheeseboy...@gmail.comwrote:
Australia isn't in Asia, and I'm in New Zealand and it's not working for me
either.
Chances are the bulk of your fiber may run through the same pipes,
trans-Pacific cables are crazily expensive to lay.
On Mon, Dec
On Mon, Dec 22, 2008 at 6:17 PM, Florian Bösch pya...@gmail.com wrote:
On Mon, Dec 22, 2008 at 9:24 PM, Richard Jones r1chardj0...@gmail.comwrote:
Indeed. I got a response. Not a particularly helpful one (your site is
working fine now when it's clearly not) but it's a start.
An alternative
however that points of size 1.0 tend to always be aligned with the
screen, so you can just render them with the same rotation.
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alex.holk...@gmail.comwrote:
On 12/24/08, Tristam MacDonald swiftco...@gmail.com wrote:
Has anyone had any luck using ImageDataRegion.get_data()? I always get
the
following error when trying to call it:
File
/Library/Python/2.5/site-packages/pyglet/image/__init__.py,
line 1142
On Tue, Dec 23, 2008 at 8:22 PM, Alex Holkner alex.holk...@gmail.comwrote:
On 24/12/2008, at 11:07 AM, Tristam MacDonald swiftco...@gmail.com
wrote:
Either this is not my day, or my install of pyglet is borked... Having
copied your example into a file and run it (from the correct location
to share it.
All right, I will release as standalone for the time - it works fine as a
Sprite subclass as well.
Cheers
Alex.
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/gw0rp/
Nice to see a udevgames entry using pyglet - I am just gearing up for mine,
also using pyglet.
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On Thu, Dec 25, 2008 at 6:38 AM, Tristam MacDonald swiftco...@gmail.comwrote:
On Thu, Dec 25, 2008 at 3:34 AM, Aaron aaron.babc...@gmail.com wrote:
I am interested in using this for my falling sand type game I have
another post about. However I was unable to get your game of life
example
like they are overselling their
capacity by a fair margin.
Richard
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To post
pydoc on individual pyglet modules works fine.
George Wright
georg...@bigpond.net.au
http://mywebsite.bigpond.net.au/georgewr/
http://www.labyrinth.net.au/~gwright
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You received
handler,
which tells pyglet not to run any further handlers, including the default
handler.
@alex: I didn't really find mention of this in the docs, perhaps it should
go into the FAQ?
-Sw.
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) but I
don't think the shader is seeing the texture data. Any obvious mistake
jump out to you?
The only thing I see that might be a problem, is that you haven't set a
filter mode for the second texture (not sure if pyglet sets one by default).
thanks,
Aaron
On Dec 25, 11:44 am, Tristam MacDonald
bind(self):
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, self.framebuffer)
glPushAttrib(GL_VIEWPORT_BIT)
glViewport(0,0,self.size[0], self.size[1])
def release(self):
glPopAttrib()
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
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, it looks to be a thing of the past.
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On Tue, Dec 30, 2008 at 3:23 PM, Mic Pringle micprin...@gmail.com wrote:
PyObjC 2.0 is included with Leopard and that's what I'm developing on ?
Sorry, my mistake - I didn't realise that Apple had adopted the project ;)
Thanks
-Mic
2008/12/30 Tristam MacDonald swiftco...@gmail.com
sense to implement a function in pyglet.input, which attempts
to detect the primary pointing device?
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explicitly call
sprite.image = image, but this causes a lot of slow downs.
How is it intended that one update an image attached to a sprite?
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up, slow to initially tesselate, and render
very inefficiently (immediate mode). I wouldn't really recommend them for
anything.
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I simply construct a
table by hand, or is there a more appropriate way?
There isn't one in pyglet that I can recall. There are only a handful
of types, it should be reasonable to hand-code a table.
Alex.
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, you can find most of the same information at
the google code site: pyglet.googlecode.com
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To post
. Mixed
reviews though, so I'm not going to sign up to any of those for 2 years.
Richard
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pyglet
or
lookat support are in there yet. I will add those in the next few days, as
they are very useful for implementing cameras.
I'll add you as a developer to the project so you can commit changes
directly.
Thanks!
Alex.
On 28/01/2009, at 9:24 AM, Tristam MacDonald swiftco...@gmail.com wrote
You need to set an orthonographic projection matrix after pushing, you
can use glOrtho.
I prefer to set my perspective projection at the beginning of each
frame, and then set an ortho matrix before drawing my GUI - avoiding
push/pop entirely.
-- Sent from Tristam's iPhone
On Jan 28,
inside the window.
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provides a handy wrapper for this: vertex_list_indexed.
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of different names, but at that point I assume they have a reason :)
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On Mon, Feb 9, 2009 at 7:02 AM, Martin O'Leary m.e.w.ole...@gmail.comwrote:
2009/2/9 Tristam MacDonald swiftco...@gmail.com
On Mon, Feb 9, 2009 at 6:05 AM, Martin O'Leary m.e.w.ole...@gmail.comwrote:
The question isn't so much how to structure my application, but how to
structure
is actually in video memory.
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components per vertex - skip even a single
normal, and your driver will typically fall back to immediate mode. Also,
display lists don't generally store their elements in video memory unless
you source their elements from a VBO, so the data goes across the bus every
frame.
--
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http
vertex lists and batches, batching by
textures will be handled for you.
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On Tue, Feb 10, 2009 at 11:59 AM, Casey Duncan casey.dun...@gmail.comwrote:
On Mon, Feb 9, 2009 at 9:58 PM, Tristam MacDonald swiftco...@gmail.com
wrote:
WRT fixed-functionality pipeline deprecation, unfortunately I have
found that there are still many many machines out there (for example
the profiler with pyglet?
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On Tue, Feb 10, 2009 at 3:25 PM, Tristam MacDonald swiftco...@gmail.comwrote:
Whenever I attempt to run my pyglet application with python -m cProfile,
the pyglet.resource module cannot find any files.
These files are found perfectly when not profiling, so I assume the python
profiler must do
MacDonald swiftco...@gmail.com
wrote:
On Tue, Feb 10, 2009 at 3:25 PM, Tristam MacDonald swiftco...@gmail.com
wrote:
Whenever I attempt to run my pyglet application with python -m cProfile,
the pyglet.resource module cannot find any files.
These files are found perfectly when not profiling
that should crash the driver. Any chance you could post the
whole program?
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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 swiftco...@gmail.com wrote:
On Fri, Feb 13, 2009 at 7:20 AM, forgacs.att...@gmail.com
to put my libavbin.dylib somewhere other than /usr/local/lib
(in /local/lib, which I use in preference). How can I tell pyglet
about this? Please don't say, setenv DYLD_LIBRARY_PATH!
Thanks.
Bill
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am not sure why you need to do any of this - the default install
location works fine on my Mac, without any modifications to paths.
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in with the pyglet extension.
But does pyglet necessarily know where it is installed? And should we
arbitrarily prevent the user from installing it in one of the others?
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AVBin.
Replacing this with a hack to another non-standard location seems like
a decidedly less than ideal solution.
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equivalent to this kind of
event handling? Basically, I want to create a sprite and have a
specific handler for when the user clicks on that sprite. Any
suggestions?
Thanks very much.
Ø
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.
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the source is not as clean. The project also contains a rudimentary renderer
built on top of pyglet, but it isn't particularly user friendly at this
stage.
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the code against examples, I'm pretty sure it's
right.
Any particular reason you aren't just popping the loaded geometry into a
pyglet.graphics.indexed_vertex_list? To my mind it makes things a lot
simpler, and allows you to use pyglet's batching support directly.
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http
avbin.dll in both the folder with my python
script, and in C:\Windows\System32.
None of these did the trick - I still get the AVBin is required to decode
compressed media error. Anything special I need to do?
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On Sat, Feb 28, 2009 at 4:58 PM, Alex Holkner alex.holk...@gmail.comwrote:
On Sun, Mar 1, 2009 at 7:38 AM, Tristam MacDonald swiftco...@gmail.com
wrote:
I am trying to build my udevgames entry for Windows (Vista x64), and I
can't
for the life of me get AVBin to work.
I first installed
On Sat, Feb 28, 2009 at 7:31 PM, Tristam MacDonald swiftco...@gmail.comwrote:
On Sat, Feb 28, 2009 at 4:58 PM, Alex Holkner alex.holk...@gmail.comwrote:
On Sun, Mar 1, 2009 at 7:38 AM, Tristam MacDonald swiftco...@gmail.com
wrote:
I am trying to build my udevgames entry for Windows (Vista
imagine Text Mate just invokes
Python with unusual paths/command line options.
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To post
is huffyuv (
http://neuron2.net/www.math.berkeley.edu/benrg/huffyuv.html).
Is this a limitation of avbin or the function that saves the png?
The image save certainly supports alpha channels in png - I am having a
world of trouble trying to get it to remove the alpha channels.
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immediate mode
OpenGL with VBOs can cause both segfaults and bus errors.
There are a couple of posts on my blog (in signature) related to this issue.
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On Thu, Mar 5, 2009 at 5:42 PM, Richard Thomas chards...@gmail.com wrote:
On Mar 5, 9:10 pm, Tristam MacDonald swiftco...@gmail.com wrote:
On Thu, Mar 5, 2009 at 1:57 PM, Richard Thomas chards...@gmail.com
wrote:
I am experiencing a very weird bug. My interpreter keeps segfaulting
On Fri, Mar 6, 2009 at 1:43 PM, Richard Thomas chards...@gmail.com wrote:
On Mar 6, 12:51 am, Tristam MacDonald swiftco...@gmail.com wrote:
On Thu, Mar 5, 2009 at 5:42 PM, Richard Thomas chards...@gmail.com
wrote:
On Mar 5, 9:10 pm, Tristam MacDonald swiftco...@gmail.com wrote
On Fri, Mar 6, 2009 at 4:11 PM, Richard Thomas chards...@gmail.com wrote:
On Mar 6, 7:00 pm, Tristam MacDonald swiftco...@gmail.com wrote:
On Fri, Mar 6, 2009 at 1:43 PM, Richard Thomas chards...@gmail.com
wrote:
On Mar 6, 12:51 am, Tristam MacDonald swiftco...@gmail.com wrote:
On Thu
to reproduce the test case in
C/C++ with GLUT - Apple seems very willing to blame any errors on 3rd party
libraries (such as Pyglet).
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pyglet.resource.texture should just return a texture (unless your image does
not have power-of-two dimensions, in which case it may be resized to the
nearest power-of-two if the hardware requires it).
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for the ARB_texture_non_power_of_two extension,
in addition to rectangular textures?
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On Tue, Mar 10, 2009 at 10:01 PM, Alex Holkner alex.holk...@gmail.comwrote:
On Wed, Mar 11, 2009 at 9:27 AM, Tristam MacDonald swiftco...@gmail.com
wrote:
On Tue, Mar 10, 2009 at 5:08 PM, Alex Holkner alex.holk...@gmail.com
wrote:
On Wed, Mar 11, 2009 at 5:36 AM, Tristam MacDonald
.
Any feedback appreciated.
~DR0ID
To my mind, modality is a state of the event dispatch system, rather than an
attribute of a window.
This doesn't precisely translate into pyglet's framework, but it is
something worth keeping in mind while you are designing.
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issue # 363 http://code.google.com/p/pyglet/issues/detail?id=363
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On Sat, Mar 14, 2009 at 8:57 AM, Nicolas Rougier
nicolas.roug...@gmail.comwrote:
From this thread, Alex said that it was fixed but apparently it is
not.
Nicolas
Have you tested the SVN version of Pyglet? A number of bugs in the present
1.1.2 release are fixed in SVN.
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it would be very difficult to get
this working well on Windows or OS X.
I have accomplished the same thing on the Mac in the past, but in pure
Cocoa, and isn't straight forward. You would have to spend some
(considerable) time messing about in Carbon to figure out all the little
foibles.
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On Sun, Mar 22, 2009 at 5:46 AM, Alex Holkner alex.holk...@gmail.comwrote:
On Sat, Mar 21, 2009 at 12:48 PM, Tristam MacDonald
swiftco...@gmail.com wrote:
@Alex: Any news on when we might expect updated binaries? The current
1.1.2
release also suffers from broken vertex attributes which
browser.http://github.com/irskep/resourcevault
Trying the example code from github (since the earlier link is
broken), it seems to have a dependency of yaml. Where should we get
that?
http://yaml.org/
--
Tristam MacDonald
http://swiftcoder.wordpress.com
not make sense, would that be
possible to use the specified width and height for the window when it
exits fullscreen mode ? (currently, it uses the default 640x480 size)
I just set the window size when I come out of fullscreen.
--
Tristam MacDonald
http://swiftcoder.wordpress.com
write shaders) OpenGL
always treats colours as floats.
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Tristam MacDonald
http://swiftcoder.wordpress.com/
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We used to have community pages for this sort of thing, but we were forced
to close them due to spam. We don't have anything comparable at the moment.
How about a Wiki page on the google code site?
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Tristam MacDonald
http://swiftcoder.wordpress.com
them to a batch and not creating a
vertex_list.
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http://swiftcoder.wordpress.com/
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On Wed, Apr 1, 2009 at 10:05 AM, Leonardo Santagada santag...@gmail.comwrote:
On Mar 31, 12:06 pm, Tristam MacDonald swiftco...@gmail.com wrote:
You can't batch line strips at all, unless your card supports one of the
fence extensions, which lets you specify the end of a primitive list. I
it?
Try setting sprite.group and sprite.batch to None. This should ensure it is
removed from the batch/group.
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Tristam MacDonald
http://swiftcoder.wordpress.com/
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On Apr 9, 2009, at 16:12, Braindamage braindam...@lowtown.se wrote:
On 9 Apr, 21:28, Tristam MacDonald swiftco...@gmail.com wrote:
On Thu, Apr 9, 2009 at 3:13 PM, Braindamage
braindam...@lowtown.se wrote:
This is so fundamental and simple that it makes me crazy that it
wont
work
:
How do I prevent tearing?
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Tristam MacDonald
http://swiftcoder.wordpress.com/
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