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
I keep getting the same nil error, I think my code has errors, but I am not sure where/which.
require ("opengl")
local basicgl = pd.Class:new():register("basicgl")
function basicgl:initialize(name, atoms) self.inlets = 2 pd.post(tostring(self)) return true end
function basicgl:in_1_gem_state(atoms) self:render() end
function basicgl:render() gl.Begin(1) gl.Vertex(-1, 1, 0) gl.Vertex(1, 1, 0) gl.Vertex(1, -1, 0) gl.Vertex(-1, -1, 0) gl.End() end
error: lua: error in dispatcher: [string "basicgl"]:16: attempt to index global 'gl' (a nil value)
marius.
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