[visionegg] Re: VisionEgg with wxPython on Windows

  • From: Andrew Straw <astraw@xxxxxxxxxxx>
  • To: visionegg@xxxxxxxxxxxxx
  • Date: Thu, 03 Nov 2005 09:22:47 -0800

Simeon Fitch wrote:
> Andrew,
> 
> Fantastic help! Your example worked, so I started tweaking it to be more
> like my setup until it stopped working. From the best I can tell there
> is some weird bug in pygame triggered by a combination of using a Dialog
> instead of a Frame, and having the reference to the Dialog go out of
> scope before creating the Screen object. 

[snip]

> At any rate, it points to some bug in pygame, rather than VisionEgg. I
> now have a work-around. I hope this saves others some time when in a
> similar situation.

I agree that it's most likely to be a bug in pygame, but it could be
somewhere in wxPython or possibly within Windows.

> Just out of curiosity, does anyone know if pygame offers significant
> benefits over straight pyOpenGL or wxGLCanvas? I've had to jump through
> a lot of hoops to access the OpenGL buffer initialization, like enabling
> the stencil and multi-sample buffers, and would have preferred a
> GLUT-like interface.

One serious issues with GLUT is that you relinquish control to its
mainloop.  I think wxGLCanvas would be the same. Another historical
reason for choosing pygame was the promise of support for multiple
screens, which hasn't materialized (but workarounds are available).

Cheers!
Andrew
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