I am also not adversed to re-writing my existing app so that it works
fine on an opengl surface but if possible I would like to avoid this as
it looks like quite the large task especially when it comes to text usage.
On 04/27/2010 04:16 PM, Bram Cymet wrote:
Hi,
I have an existing app that works very well and now I want to add an
opengl segment. I have the opengl park working just fine as a stand
alone app but when I try to integrate it into the main app that is when
things go bad.
In my existing app I use thing like surface.fill and display.update
which is not allowed on an opengl surface. Is there anyway that I can
start with a regular pygame surface then make it an opengl surface when
I need it to be and then switch it back when I am done with OpenGL.
I am not adversed to having two surfaces as long as I can control which
one is on top. I tried doing this but as soon as I create the opengl
surface it seems to replace the regular surface.
I suppose I could just launch a second app to display the opengl portion
but I would really like to avoid doing this.
Any ideas would be great!
Thanks,