PyOpenGL and graphics card support

Discussion in 'Python' started by jefm, Oct 1, 2009.

  1. jefm

    jefm Guest

    OpenGL newbie alert!!!

    Do I need to do anything special to use OpenGL capabilities of my
    graphics card ?
    I have the impression PyOpenG is using the Windows emulation.

    when I execute the following code:

    print "glGetString - GL_VENDOR: ", glGetString
    (GL_VENDOR)
    print "glGetString - GL_RENDERER: ", glGetString
    (GL_RENDERER)
    print "glGetString - GL_SHADING_LANGUAGE_VERSION:", glGetString
    (GL_SHADING_LANGUAGE_VERSION)
    print "glGetString - GL_EXTENSIONS: ", glGetString
    (GL_EXTENSIONS)
    print "gluGetString - GLU_VERSION: ", gluGetString
    (GLU_VERSION)
    print "gluGetString - GLU_EXTENSIONS: ", gluGetString
    (GLU_EXTENSIONS)

    I get the following results:
    glGetString - GL_VENDOR: None
    glGetString - GL_RENDERER: None
    glGetString - GL_SHADING_LANGUAGE_VERSION: None
    glGetString - GL_EXTENSIONS: None
    gluGetString - GLU_VERSION: 1.2.2.0 Microsoft
    Corporation
    gluGetString - GLU_EXTENSIONS:


    I am using Python 2.6.2 and PyOpenGL3.0.1a3 on Windows 7 Enterprise
    My graphics card is NVIDIA GeForce 9500 GT card
    with driver date = 7/14/2009 and version = 8.15.11.9038
    jefm, Oct 1, 2009
    #1
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  2. jefm

    jefm Guest

    these are the imports I use:

    from OpenGL.GL import *
    from OpenGL.GLUT import *
    from OpenGL.GLU import *
    jefm, Oct 1, 2009
    #2
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  3. jefm wrote:
    > these are the imports I use:
    >
    > from OpenGL.GL import *
    > from OpenGL.GLUT import *
    > from OpenGL.GLU import *
    >

    PyOpenGL will use the default OpenGL renderer for your system, however,
    before you have an OpenGL context (rendering window) the system can
    report whatever the heck it wants to for the various values (in this
    case looks like it is reporting the generic microsoft renderer until you
    ask for a context). Try this instead:

    from OpenGL.GL import *
    from OpenGL.GLUT import *
    from OpenGL.GLU import *
    resX,resY = (400,300 )

    if __name__ == "__main__":
    glutInit([])
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
    glutInitWindowSize(resX, resY)
    glutInitWindowPosition(0, 0)
    window = glutCreateWindow("hello")

    for name in
    (GL_VENDOR,GL_RENDERER,GL_SHADING_LANGUAGE_VERSION,GL_EXTENSIONS):
    print name,glGetString(name)

    HTH,
    Mike

    --
    ________________________________________________
    Mike C. Fletcher
    Designer, VR Plumber, Coder
    http://www.vrplumber.com
    http://blog.vrplumber.com
    Mike C. Fletcher, Oct 1, 2009
    #3
  4. jefm

    jefm Guest

    that works. Thx

    below is the output for my system:

    gluGetString - GLU_VERSION: 1.2.2.0 Microsoft
    Corporation
    gluGetString - GLU_EXTENSIONS: GL_EXT_bgra
    glGetString - GL_VENDOR: NVIDIA Corporation
    glGetString - GL_RENDERER: GeForce 9500 GT/PCI/SSE2
    glGetString - GL_SHADING_LANGUAGE_VERSION: 1.40 NVIDIA via Cg
    compiler
    glGetString - GL_EXTENSIONS:
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_copy_buffer
    GL_ARB_depth_buffer_float
    GL_ARB_depth_texture
    GL_ARB_draw_buffers
    GL_ARB_draw_instanced
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_framebuffer_object
    GL_ARB_geometry_shader4
    GL_ARB_imaging
    GL_ARB_map_buffer_range
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_shadow
    GL_ARB_shader_objects
    GL_ARB_shading_language_100
    GL_ARB_texture_border_clamp
    GL_ARB_texture_buffer_object
    GL_ARB_texture_compression
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_dot3
    GL_ARB_texture_float
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_transpose_matrix
    GL_ARB_vertex_array_object
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_window_pos
    GL_ATI_draw_buffers
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_S3_s3tc
    GL_EXT_texture_env_add
    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_compiled_vertex_array
    GL_EXT_Cg_shader
    GL_EXT_bindable_uniform
    GL_EXT_depth_bounds_test
    GL_EXT_direct_state_access
    GL_EXT_draw_buffers2
    GL_EXT_draw_instanced
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXT_framebuffer_object
    GL_EXTX_framebuffer_mixed_formats
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_pixel_buffer_object
    GL_EXT_point_parameters
    GL_EXT_provoking_vertex
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_shader_objects
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_buffer_object
    GL_EXT_texture_compression_latc
    GL_EXT_texture_compression_rgtc
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer
    GL_EXT_texture_lod
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_object
    GL_EXT_texture_sRGB
    GL_EXT_texture_swizzle
    GL_EXT_texture_shared_exponent
    GL_EXT_timer_query
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KTX_buffer_region
    GL_NV_blend_square
    GL_NV_copy_depth_to_color
    GL_NV_copy_image
    GL_NV_depth_buffer_float
    GL_NV_conditional_render
    GL_NV_depth_clamp
    GL_NV_explicit_multisample
    GL_NV_fence
    GL_NV_float_buffer
    GL_NV_fog_distance
    GL_NV_fragment_program
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_framebuffer_multisample_coverage
    GL_NV_geometry_shader4
    GL_NV_gpu_program4
    GL_NV_half_float
    GL_NV_light_max_exponent
    GL_NV_multisample_coverage
    GL_NV_multisample_filter_hint
    GL_NV_occlusion_query
    GL_NV_packed_depth_stencil
    GL_NV_parameter_buffer_object
    GL_NV_parameter_buffer_object2
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_texgen_reflection
    GL_NV_texture_compression_vtc
    GL_NV_texture_env_combine4
    GL_NV_texture_expand_normal
    GL_NV_texture_rectangle
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_transform_feedback
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_NVX_conditional_render
    GL_NV_vertex_buffer_unified_memory
    GL_NV_shader_buffer_load
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
    GL_WIN_swap_hint
    WGL_EXT_swap_control
    jefm, Oct 2, 2009
    #4
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