PyWeek - Level editor == the OpenGL pain
I still don't know why. My level editor now has the map portion drawn using a perspective view. It just means the picking is a little harder, but thanks to gluUnProject (and a little tweaking) I can get pretty accurate coords - enough to place map objects anyway.
Next up will be saving maps and enforcing a grid. Then I'll go back to working on more game code. Still plenty to do there...
I'm using Alex's text-rendering library PyGlyph to do the text in the buttons, if anyone's interested. It apparently has better layout than pygame.font.
The latest version of the game is bouncy-r3.
— richard on 2006/09/04 08:31 of Bouncy the Hungry Rabbit
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By eltriuqS on 2006/09/04 17:15:
a display list stores only the GL function calls, and glut may implement some other functionality that is not saved in the display list.if you are really interested, i might suggest checking out the glutSolidSphere code.
By richard on 2006/09/04 21:24:
It was happening for my regular display list objects too (GL_QUADS with normals) -- the glutSolidSphere was just a test object.By eltriuqS on 2006/09/05 14:40:
bad driver? :\By richard on 2006/09/05 22:42:
*shrug* I reverted back to using ortho again after not being able to work perspective well enough, and lighting worked. No idea what changed.