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RE: [pygame] Pygame and OpenGL



I'm not yet - just ran the demos... :)
Although somewhere I have that blue opengl reference
book - I probably got it about 10 years ago...

-----Original Message-----
From: owner-pygame-users@seul.org [mailto:owner-pygame-users@seul.org]On
Behalf Of Kevin Altis
Sent: Monday, November 05, 2001 10:50 AM
To: pygame-users@seul.org
Subject: RE: [pygame] Pygame and OpenGL


Just out of curiosity, what online material and/or books are people using
for an OpenGL reference on how to do 2D/3D...?

ka

> -----Original Message-----
> From: owner-pygame-users@seul.org [mailto:owner-pygame-users@seul.org]On
> Behalf Of Michael Robin
> Sent: Monday, November 05, 2001 10:43 AM
> To: pygame-users@seul.org
> Subject: RE: [pygame] Pygame and OpenGL
>
>
>
> >sounds like you already got it started, but don't overlook the "glcube"
> >sample the comes in the pygame examples directory :]
>
> Ok, I don't know much about opengl, so I thought I give
> this demo a try - it works fine.
> But I was suprised at the draw loop, that DrawCube had to
> be called every time. I thougt one advantage of OpenGL would be
> that I'd be able to describe each object class only once
> (using glVertex, or whatever) and then tell OpenGL to place
> it with a particular scale/rotation, etc.
> Doesn't OpenGL have a retained mode?
> Why does the demo move the camera rather than the object?
>
> Basically, I'd like to experiment by taking the beginnings of my 2d vector
> game
> to opengl, just for speedup (seeing it'll do the rotations, etc.)
> later add some camera work, and maybe really take advantage of the z-asis,
> etc.,
> later on. If I have to call glVectex, et al, in the draw loop for
> each part
> of my
> shapes, it'll be slower than my current solution.
>
> thanks,
> mike
>
>
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