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Re: [pygame] PyGlyph



Kris Schnee wrote:

pyglyph works if you've got PyOpenGL and PyGame.

http://www.partiallydisassembled.net/pyglyph/


Richard



I'm having some trouble getting this to work. Specifically, the examples work fine, but any attempt to use PyGlyph without making my program a subclass of the ExampleBase class fails. I built a single-file demo that omits the example_base code so that it's just one file that creates a screen, creates a font-factory, and runs a loop of displaying text and waiting for an "Escape" keypress. This demo displays only a white screen with blocks of unreadable black!

What could be going wrong? As far as I can tell, I'm doing the same
thing as the "hello" example plus its example_base code in one file.

My test code is at:
http://kschnee.xepher.net/code/pyglyph_test.py.txt

Since then I retrofitted my example to have it subclass from
ExampleBase, and that worked -- when I exactly imitated the "hello"
demo's code. When I started to deviate from it by using my own "Draw"
function and event-handler again instead of the default "display" loop, the program hung, failing for no obvious reason to draw or respond.


Thanks for any ideas on this.

Pyglyph needs the OpenGL context to be initialised when it creates fonts (this is when it uploads texture data). So, call pygame.display.set_mode(...) before calling factory.get_font(...).


Alex.