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Re: [pygame] Clone/game request: Chain of Command



On Fri, 16 Apr 2004, Sami Hangaslammi wrote:

>
>On Fri, 16 Apr 2004, Jan Ekholm wrote:
>> It is a bit of a shame that OpenGL seems a bit hard to use with Pygame and
>> Python in general. I tried PyOpenGL a few years ago and it worked but was
>> a pain to get up and running and it wasn't possible to use normal Pygame
>> 2D graphics. Once you enter the world of OpenGL you are forced to
>> everything the OpenGL way, including stuff like fonts, status displays
>> etc. And that is a PITA, my friends.
>
>What do you mean by "pain to get up and running"? The amount of code
>required to initialize all the OGL stuff or installing dependencies etc.?

The latter. To get a window up and running is trivial once it all works.

>And about the rest, it isn't actually all that bad. You can use
>pygame.draw and fonts et al to draw to an in-memory pygame surface and
>then convert it to an ogl texture on the fly to display it.

Yes, I've done that, as at that time it was the only way to get textures
loaded. Talk about an inefficient of doing it... :)

And you still have to fight with cameras and viewports to get the 2D
graphics shown, and getting something look correct (1:1 pixel content wrt
the original data) can be tricky.

-- 
    - "Remember -- that which does not kill us can only make us stronger."
    - "And that which does kill us leaves us dead!"
                                           -- Terry Pratchett, Carpe Jugulum