PyOpenGL and graphics card support

J

jefm

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
 
J

jefm

these are the imports I use:

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
 
M

Mike C. Fletcher

jefm said:
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
 
J

jefm

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
 

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