Re: [PyOpenGL-Users] How to get OpenGL4 using PyOpenGL
"Mike C. Fletcher" <[email protected]> Mon, 20 Jun 2011 08:48:34 -0400
| Newsgroups | gmane.comp.python.opengl.devel |
|---|---|
| Message-ID | <[email protected]> |
On 11-06-18 06:01 AM, Przemysław Lib wrote: >> In *theory* all the entry points are >> there, but I expect there will be broken wrappers somewhere. > Unfortunately, not all functions are declared in extensions. (checked > that in gl3.h, and others). > So there is need to parse at least also gl3.h and gl3ext.h, to get full OGL 4.1. > > I'll have some free time in near future so ill play a bit. > > I'm writing to both mailing-lists but in future ill write only to devel list. Hmm, surprised about that; but it would certainly be possible, I only do spot checks, I don't review everything that is generated. If we are seeing missing entry points we may want to consider using the gl.spec file to do the generation, or potentially going back to re-investigate sharing the pyglet generator code. Currently the pyglet generator I have seems out-of-date enough not to be able to parse my Maverick machine's gl.h, but in theory it should be able to parse almost any header and generate wrappers. IIRC back when it was able to parse the files it was only failing due to some fairly subtle errors wrt pointer and array types. The gl.spec file should, in theory, always be up to date and include all entry points and constants, as it is the place where new entry points/constants should be registered. It is not as "C-friendly" as the header files, but it is, I believe, what the headers are generated from. The current generator is very sensitive to the format of the generated .h files, so likely won't easily parse other header files. I'll probably be working on PyOpenGL or OpenGLContext development tomorrow (Monday), and will hang out in #pyopengl on freenode. I may try to get the pyglet generator or a spec-based generator working to cover the missing entry points. I'd like to get 4.x support in before releasing 3.0.2b1, hopefully sometime in early July. Have fun, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com ------------------------------------------------------------------------------ EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-devel