Re: PyOpenGL and 3.2 Core Profiles (OS X Lion)
Ian Mallett <[email protected]>
| Newsgroups | gmane.comp.python.opengl.user |
|---|---|
| Message-ID | <CAG4NV=tEOvkMMdhi=R37LrDfs148-pEJCxDgURL8evm2xYWqbQ@mail.gmail.com> |
On Wed, Sep 14, 2011 at 7:00 AM, René Dudfield <[email protected]> wrote: > Hello, > > Ian, do you know how this can be done? I'm not sure it can yet. > > I've filed an issue on the pygame issue tracker. I've also asked on the > SDL mailing list if it is possible with SDL 1.2. I know it is possible with > SDL 1.3, but pygame doesn't use that yet. > > https://bitbucket.org/pygame/pygame/issue/85/creation-of-a-32-or-41-core-profile > > cheers, As far as I know, explicitly selecting the OpenGL version at context creation in SDL 1.2 isn't possible. I was referring more to SDL's ability to request various bit depthbuffers, colorbuffers, stencilbuffers, and it's support for creating multisampled contexts--none of which is (easily, if at all) available for GLUT. Plus, GLUT's command design pattern callbacks irk everyone I know. Typically, I just use extensions for advanced OpenGL. That's more portable anyway. Ian ------------------------------------------------------------------------------ BlackBerry® DevCon Americas, Oct. 18-20, San Francisco, CA Learn about the latest advances in developing for the BlackBerry® mobile platform with sessions, labs & more. See new tools and technologies. Register for BlackBerry® DevCon today! http://p.sf.net/sfu/rim-devcon-copy1 _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-users