Can you attempt to debug blenderplayer? It should only depend on GLX, and both blender & blenderplayer use the same ghost library for loading the window. And, if it can get GL_VERSION, then it is using GLX properly.
Does the game engine run from within blender when you turn on vertex arrays?
Search found 217 matches
- Sat Sep 25, 2004 3:49 am
- Forum: Interactive 3d
- Topic: Dependency of standalones on DRI
- Replies: 3
- Views: 1879
- Wed Sep 22, 2004 10:56 am
- Forum: Interface & Tools
- Topic: vertex buffer exporter
- Replies: 14
- Views: 4790
- Tue Sep 21, 2004 10:35 am
- Forum: Testing Builds
- Topic: tuhopuu2 / Windows (2004/09/16)
- Replies: 10
- Views: 8060
The GL shader stuff is available in the source tree - I still haven't thought of a decent way of making the functions available to user shaders. The skin shader still doesn't work - I have to write some GLSL replacements for Renderman library functions, and remove the illuminance(...) call since tha...
- Tue Sep 21, 2004 10:30 am
- Forum: Interface & Tools
- Topic: vertex buffer exporter
- Replies: 14
- Views: 4790
The version number is kind of a grey area - new OpenGL features are made available as vendor extensions, the ARB approves them into ARB extensions, then the most useful ones make it into the core spec as a new GL version. So it is quite likely that your card *does* support vertex buffer objects - li...
- Mon Sep 20, 2004 12:30 pm
- Forum: Interactive 3d
- Topic: blender 2.34 up and Dynamic runtime?
- Replies: 2
- Views: 1434
- Mon Sep 20, 2004 12:30 pm
- Forum: Interface & Tools
- Topic: vertex buffer exporter
- Replies: 14
- Views: 4790
Vertex Buffer Objects are not in OpenGL 1.1 (They were introduced in 1.5.) They may also be available as an extension: see The OpenGL Extension Registry - in fact, most of the cool stuff is implemented as an extension. You have to link against the extension at runtime, but there are libraries to do ...
- Sat Sep 18, 2004 7:53 am
- Forum: Python
- Topic: KX_PolygonMaterial - setUniform types?
- Replies: 4
- Views: 2208
- Sat Sep 18, 2004 7:25 am
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22837
- Fri Sep 17, 2004 12:51 pm
- Forum: Interface & Tools
- Topic: vertex buffer exporter
- Replies: 14
- Views: 4790
I had need of something similar a few months ago - I came up with this: #!/usr/bin/python # $Id: exporter.py,v 1.1 2004/07/24 08:42:19 kester Exp $ # Exports selected mesh to a simple mesh format. from Blender import * from Blender.Mathutils import * import struct FLT_EPSILON = 1e-10 def feq(a, b): ...
- Thu Sep 16, 2004 12:25 pm
- Forum: Python
- Topic: KX_PolygonMaterial - setUniform types?
- Replies: 4
- Views: 2208
No, it means the method is overloaded: mat.setUniform("foo_int", 1) mat.setUniform("foo_float", 2.0) mat.setUniform("foo_vec3", [0.0, 0.0, 1.0]) mat.setUniform("foo_mat3", [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]) etc are all valid, corresponding to GL: uniform int foo_int; // = 1 or: uni...
- Sun Sep 12, 2004 1:56 am
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22837
Looks good: 1. You don't need to copy tuhopuu2\source\gameengine\PyDoc to .blender/scripts. tuhopuu2\source\gameengine\PyDoc contains the source for the game engine python reference. If you have epydoc installed, you can generate the html documentation as seen in the documentation section. (You can ...
- Sat Sep 11, 2004 8:50 am
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22837
While trying coding i see, it's very hard to find Bugs and Errors. Is there a Way to print out the Content of an Variable and other Stuff? Maybe: vec3 vv = normalize(viewvec); No. The shader is running on your graphics card. DirectX can do it when the software reference shader is running. The way I...
- Sat Sep 11, 2004 1:42 am
- Forum: Interactive 3d
- Topic: Keyboard Sensor Issue
- Replies: 8
- Views: 3811
- Fri Sep 10, 2004 2:38 pm
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22837
ATI's GLSL compiler is much stricter than Nvidia's. The Nvidia compiler will let sloppy code work, while the ATI will flag an error. ;-) That's going to cause frustration for 3d developers everywhere... Anyway: texture2D: no matching overloaded function found: replace texture2D(normap, gl_TexCoord[0...
- Fri Sep 10, 2004 2:06 pm
- Forum: Python
- Topic: Class KX_PolygonMaterial?
- Replies: 2
- Views: 1850