[ pyopengl-Bugs-1607599 ] glTexImage2D failure on OS-X 10.4.8

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Bugs item #1607599, was opened at 2006-12-02 15:21
Message generated for change (Comment added) made by nobody
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Nobody/Anonymous (nobody)
Assigned to: Nobody/Anonymous (nobody)
Summary: glTexImage2D failure on OS-X 10.4.8

Initial Comment:
I am trying the code for lesson6 from NeHe. It works fine on my linux box, but fails at the line:
 glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image), This is the relevant part of lesson6.py:

def LoadTextures():
    #global texture
    print "cwd = %s" % os.getcwd()
    image = open(imagefn)

    ix = image.size[0]
    iy = image.size[1]
    image = image.tostring("raw", "RGBX", 0, -1)

    # Create Texture    
    glBindTexture(GL_TEXTURE_2D, glGenTextures(1))   # 2d texture (x and y size)

    glPixelStorei(GL_UNPACK_ALIGNMENT,1)
    glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, imag
e)

(The complete lesson6 in case I made any significant changes is pasted at the end).

The call stack after that is this:

Traceback (most recent call last):
  File "/Users/alonlevy/src/JapaneseGLCards/base/lesson6.py", line 234, in <module>
    main()
  File "/Users/alonlevy/src/JapaneseGLCards/base/lesson6.py", line 226, in main
    InitGL(640, 480)
  File "/Users/alonlevy/src/JapaneseGLCards/base/lesson6.py", line 92, in InitGL
    LoadTextures()
  File "/Users/alonlevy/src/JapaneseGLCards/base/lesson6.py", line 81, in LoadTextures
    glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
  File "/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/PyOpenGL-3.0.0a5-py2.5.egg/OpenGL/wrapper.py", line 1624, in __call__
    return self.finalise()( *args, **named )
  File "/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/PyOpenGL-3.0.0a5-py2.5.egg/OpenGL/wrapper.py", line 924, in wrapperCall
    raise err
OpenGL.error.GLError: GLError(
	err = 1281,
	description = 'invalid value',
	baseOperation = glTexImage2D,
	pyArgs = [
		GL_TEXTURE_2D,
		0,
		3,
		420,
		300,
		0,
		GL_RGBA,
		GL_UNSIGNED_BYTE,
		'\xff\xff\xff\xff\xff\xff\xff\xff\xff...
	],
	cArgs = [
		GL_TEXTURE_2D,
		0,
		3,
		420,
		300,
		0,
		GL_RGBA,
		GL_UNSIGNED_BYTE,
		'\xff\xff\xff\xff\xff\xff\xff\xff\xff...
	],
	cArguments = (
		GL_TEXTURE_2D,
		0,
		3,
		420,
		300,
		0,
		GL_RGBA,
		GL_UNSIGNED_BYTE,
		c_void_p(61444116),
	)
)

The source has only two notable changes from lesson6.py:
 1. I changed the image used (again - this version worked on my linux box)
 1. I had to record the start directory and change back to it because it seems some of the "import .." code is changing my directory (that shouldn't happen, but I didn't track it down, just worked around it).

I've attached the source too (in case the indentation gets mangled)

The complete lesson6.py starts here:

#! /usr/bin/python

# This is statement is required by the build system to query build info
if __name__ == '__build__':
    raise Exception

import string
__version__ = string.split('$Revision: 1.8 $')[1]
__date__ = string.join(string.split('$Date: 2002/12/31 04:13:56 $')[1:3], ' ')
__author__ = 'Tarn Weisner Burton <[email protected]>'

#
# Ported to PyOpenGL 2.0 by Tarn Weisner Burton 10May2001
#
# This code was created by Richard Campbell '99 (ported to Python/PyOpenGL by John Ferguson 2000)
#
# The port was based on the lesson5 tutorial module by Tony Colston ([email protected]).  
#
# If you've found this code useful, please let me know (email John Ferguson at [email protected]).
#
# See original source and C based tutorial at http:#nehe.gamedev.net
#
# Note:
# -----
# Now, I assume you've read the prior tutorial notes and know the deal here.  The one major, new requirement
# is to have a working version of PIL (Python Image Library) on your machine.
#
# General Users:
# --------------
# I think to use textures at all you need Nunmeric Python, I tried without it and BAM Python didn't "like" the texture API.
#
# Win32 Users:
# ------------
# Well, here's the install I used to get it working:
# [1] py152.exe - include the TCL install!
# [2] PyOpenGL.EXE - probably the latest, the Vaults notes should give you a clue.
# [3] Distutils-0.9.win32.exe for step #4
# [4] Numerical-15.3.tgz - run the setup.py (need VC++ on your machine, otherwise, have fun with #3, it looks fixable to use gCC).
#
# Win98 users (yes Win98, I have Mandrake on the other partition okay?), you need to the Tcl bin directory in your PATH, not PYTHONPATH,
# just the DOS PATH.
#
# BTW, since this is Python make sure you use tabs or spaces to indent, I had numerous problems since I 
# was using editors that were not sensitive to Python.
#
import os
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import sys
from Image import *

startdir = os.getcwd()

# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033'

# Number of the glut window.
window = 0

# Rotations for cube. 
xrot = yrot = zrot = 0.0

texture = 0
imagefn = os.path.join(startdir, 'tokei.png')

def LoadTextures():
    #global texture
    print "cwd = %s" % os.getcwd()
    image = open(imagefn)
    
    ix = image.size[0]
    iy = image.size[1]
    image = image.tostring("raw", "RGBX", 0, -1)
    
    # Create Texture    
    glBindTexture(GL_TEXTURE_2D, glGenTextures(1))   # 2d texture (x and y size)
    
    glPixelStorei(GL_UNPACK_ALIGNMENT,1)
    glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)

# A general OpenGL initialization function.  Sets all of the initial parameters. 
def InitGL(Width, Height):                # We call this right after our OpenGL window is created.
    LoadTextures()
    glEnable(GL_TEXTURE_2D)
    glClearColor(0.0, 0.0, 0.0, 0.0)    # This Will Clear The Background Color To Black
    glClearDepth(1.0)                    # Enables Clearing Of The Depth Buffer
    glDepthFunc(GL_LESS)                # The Type Of Depth Test To Do
    glEnable(GL_DEPTH_TEST)                # Enables Depth Testing
    glShadeModel(GL_SMOOTH)                # Enables Smooth Color Shading
    
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()                    # Reset The Projection Matrix
                                        # Calculate The Aspect Ratio Of The Window
    gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)

    glMatrixMode(GL_MODELVIEW)

# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
    if Height == 0:                        # Prevent A Divide By Zero If The Window Is Too Small 
        Height = 1

    glViewport(0, 0, Width, Height)        # Reset The Current Viewport And Perspective Transformation
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
    glMatrixMode(GL_MODELVIEW)

# The main drawing function. 
def DrawGLScene():
    global xrot, yrot, zrot, texture

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)    # Clear The Screen And The Depth Buffer
    glLoadIdentity()                    # Reset The View
    glTranslatef(0.0,0.0,-5.0)            # Move Into The Screen

    glRotatef(xrot,1.0,0.0,0.0)            # Rotate The Cube On It's X Axis
    glRotatef(yrot,0.0,1.0,0.0)            # Rotate The Cube On It's Y Axis
    glRotatef(zrot,0.0,0.0,1.0)            # Rotate The Cube On It's Z Axis
    
    # Note there does not seem to be support for this call.
    #glBindTexture(GL_TEXTURE_2D,texture)    # Rotate The Pyramid On It's Y Axis

    glBegin(GL_QUADS)                # Start Drawing The Cube
    
    # Front Face (note that the texture's corners have to match the quad's corners)
    glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0,  1.0)    # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0,  1.0)    # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0); glVertex3f( 1.0,  1.0,  1.0)    # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,  1.0,  1.0)    # Top Left Of The Texture and Quad
    
    # Back Face
    glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0)    # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0); glVertex3f(-1.0,  1.0, -1.0)    # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0); glVertex3f( 1.0,  1.0, -1.0)    # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0)    # Bottom Left Of The Texture and Quad
    
    # Top Face
    glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,  1.0, -1.0)    # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0); glVertex3f(-1.0,  1.0,  1.0)    # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0); glVertex3f( 1.0,  1.0,  1.0)    # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0); glVertex3f( 1.0,  1.0, -1.0)    # Top Right Of The Texture and Quad
    
    # Bottom Face       
    glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0)    # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0)    # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0,  1.0)    # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0,  1.0)    # Bottom Right Of The Texture and Quad
    
    # Right face
    glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0)    # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0); glVertex3f( 1.0,  1.0, -1.0)    # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0); glVertex3f( 1.0,  1.0,  1.0)    # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0,  1.0)    # Bottom Left Of The Texture and Quad
    
    # Left Face
    glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0)    # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0,  1.0)    # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0); glVertex3f(-1.0,  1.0,  1.0)    # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0); glVertex3f(-1.0,  1.0, -1.0)    # Top Left Of The Texture and Quad
    
    glEnd();                # Done Drawing The Cube
    
    xrot  = xrot + 0.2                # X rotation
    yrot = yrot + 0.2                 # Y rotation
    zrot = zrot + 0.2                 # Z rotation

    #  since this is double buffered, swap the buffers to display what just got drawn. 
    glutSwapBuffers()

# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)  
def keyPressed(*args):
    # If escape is pressed, kill everything.
    if args[0] == ESCAPE:
        sys.exit()

def main():
    global window
    glutInit(sys.argv)

    # Select type of Display mode:   
    #  Double buffer 
    #  RGBA color
    # Alpha components supported 
    # Depth buffer
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
    
    # get a 640 x 480 window 
    glutInitWindowSize(640, 480)
    
    # the window starts at the upper left corner of the screen 
    glutInitWindowPosition(0, 0)
    
    # Okay, like the C version we retain the window id to use when closing, but for those of you new
    # to Python (like myself), remember this assignment would make the variable local and not global
    # if it weren't for the global declaration at the start of main.
    window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99")

       # Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
    # set the function pointer and invoke a function to actually register the callback, otherwise it
    # would be very much like the C version of the code.    
    glutDisplayFunc(DrawGLScene)
    
    # Uncomment this line to get full screen.
    # glutFullScreen()

    # When we are doing nothing, redraw the scene.
    glutIdleFunc(DrawGLScene)
    
    # Register the function called when our window is resized.
    glutReshapeFunc(ReSizeGLScene)
    
    # Register the function called when the keyboard is pressed.  
    glutKeyboardFunc(keyPressed)

    # Initialize our window. 
    InitGL(640, 480)

    # Start Event Processing Engine    
    glutMainLoop()

if __name__ == '__main__':
    # Print message to console, and kick off the main to get it rolling.
    print "Hit ESC key to quit."
    main()





----------------------------------------------------------------------

Comment By: Nobody/Anonymous (nobody)
Date: 2006-12-02 15:22

Message:
Logged In: NO 

The file submision me to leave a few things:
 * using the latest release: 3.0.0a5
 * using python 2.5


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