[PD] new luagl
marius schebella
marius.schebella at gmail.com
Fri Jul 25 18:13:22 CEST 2008
marius schebella wrote:
> when I compiled the new pdlua version, the make process grabed the
> sources from http://www.lua.org/ftp/ and built a static lua library
> (which I don't think includes any opengl functionality).
> the gl packet I am using comes from http://www.algonet.se/~afb/lua and
> contains a binary called luagl (and some other files). I put them into
> /usr/local/share/lua/5.1 which was one of the directories that seemed to
> be in the default lua search path.
> I would be ok with any other version of luagl or opengl -- actually I
> would prefer the branch that wesley smith is working on for his luaAV
> project. wesley's opengl binaries get compiled as opengl.o
sorry, "opengl.so"
> and I am not
> sure, if I can use them at all??
> something with my current setup is not working. I think require("luagl")
> is loading correctly. if I change it to require("opengl") the object
> does not get created: [string "msgltest1"]:1: module 'opengl' not found:
> no field package.preload['opengl']. but there is obviously not opengl
> madule that could be loaded. I will try your luagl version now...
> btw using gl.Begin instead of glBegin gives me a similar error.
> [string "msgltest1"]:25: attempt to index global 'gl' (a nil value)
> error: lua: error in dispatcher:
> marius.
>
> Thomas Grill wrote:
>> Hi Marius,
>> which version of "luagl" are you referring to?
>>
>> I have the following here (version 1.01):
>> * LuaGL - an OpenGL binding for Lua
>> * 2003-2004(c) Fabio Guerra, Cleyde Marlyse
>> * www.luagl.sourceforge.net
>>
>> as it's designed by default, lua scripts wouldn't require 'luagl' but
>> rather 'opengl', but this can be changed easily.
>> Then, OpenGL functions reside in a lua library called gl, which means
>> that the are called via gl.Begin etc.
>> I haven't tried from within pdlua, but it seems to basically work in
>> the lua interpreter
>>
>> gr~~~
>>
>>
>> Am 19.07.2008 um 20:14 schrieb marius schebella:
>>
>>> hi,
>>> here's the code that I am trying to run:
>>> require 'luagl'
>>>
>>> local testgl1 = pd.Class:new():register("testgl1")
>>>
>>> function testgl1:initialize(name, atoms)
>>> self.inlets = 2
>>> self.max = 1
>>> pd.post(tostring(self))
>>> return true
>>> end
>>>
>>> function testgl1:in_1(sel, atoms)
>>> if sel == "gem_state" then
>>> testgl1:render(self)
>>> end
>>> end
>>>
>>> function testgl1:in_2_float(f)
>>> self.max = math.abs(f)
>>> pd.post(self.max)
>>> end
>>>
>>> function testgl1:render(myself)
>>> max = math.max(myself.max, 1)
>>> glBegin(GL_LINE_LOOP)
>>> for i=1,max do
>>> r = math.random()
>>> g = math.random()
>>> b = math.random()
>>> glColor3d(r, g, b)
>>> glVertex2d(math.random(-400,400)/100, math.random(-400,400)/100)
>>> end
>>> glEnd()
>>> end
>>>
>>> here's the console printout:
>>> error: lua: error in dispatcher:
>>> [string "testgl1"]:25: attempt to call global 'glBegin' (a nil value)
>>> I think this code was running in lua0.3..
>>> thanks,
>>> marius.
>>>
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>>
>> Thomas Grill
>> http://grrrr.org
>>
>>
>
>
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