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[pygame] PyOpenGL - Decent Looking 3D For Newbies?
- To: pygame-users@xxxxxxxx
- Subject: [pygame] PyOpenGL - Decent Looking 3D For Newbies?
- From: Kris Schnee <kschnee@xxxxxxxxxx>
- Date: Thu, 01 Sep 2005 00:01:33 -0400
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- Delivery-date: Thu, 01 Sep 2005 00:02:29 -0400
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I've all but given up on making PyOgre work, because following its
creators' instructions and running its demo programs doesn't work, and
because its creators' advice was (a) quit yer whining and (b) use plain
OGRE, ie. write my program in raw and terrifying C.
I had been working in PyOpenGL, and gotten this sort of graphics in a
rotatable landscape display:
http://www.xepher.net/~kschnee/pics/bluecolony02.jpg
The problem being that this is hideous. Is there a way to make OpenGL
graphics that actually look decent, for someone working alone, without
3D modeling programs (except Terragen and POV-Ray)? I'd like to draw a
simple outdoor landscape and interface that runs at a decent speed. I do
know there's a NeHe tutorial on terrains, but:
So far I've found that drawing text in PyOpenGL is very slow, even when
each line is drawn by calling a list, which calls lists for each letter.
Does SiGL help in this respect? The kind of framerates I'm getting so
far, using Pygame for the event loop, are:
-Draw nothing; don't clear screen etc.: 300+ FPS
-Draw nothing; clear screen & switch between 2D/3D: 200+ FPS
-Cursor only: 200+ FPS
-Cursor, land & neat translucent water plane: 35 FPS
-Cursor & interface w/text: 19 FPS
-Interface w/text only: 19 FPS
-Cursor, land, water, and interface w/text: 13 FPS
-Ditto, but 800x600 fullscreen instead of 800x600 windowed: 13 FPS
-Ditto, but 1024x768 fullscreen instead of 800x600 windowed: 12 FPS
Because of the text, OpenGL isn't looking practical. Right now I'm
thinking I should use plain PyGame for 2D graphics; so far I can get
over 100 FPS for a simple homebrew interface with lots of text on the
screen.
Kris