no display name and no $DISPLAY environment variable
    while executing
"load /enadisk/commun/linux/local/ActiveTcl-8.6.11/lib/libtk8.6.so Tk"
    ("package ifneeded Tk 8.6.11" script)
    invoked from within
"load /commun/linux/local/ActiveTcl-8.6.11/lib/Img1.4.6/libtkimgwindow1.4.6.so"
    ("package ifneeded img::window 1.4.6" script)
    invoked from within
"package require img::window"
    ("package ifneeded Img 1.4.6" script)
    invoked from within
"package require Img"
    (in namespace eval "::request" script line 14)
    invoked from within
"namespace eval ::request $script"
    ("::try" body line 12)

OUTPUT BUFFER:

# Lesson10.tcl # # Lionel Brits & NeHe's 3D World Tutorial # # This Code Was Created By Lionel Brits & Jeff Molofee 2000 # A HUGE Thanks To Fredric Echols For Cleaning Up # And Optimizing This Code, Making It More Flexible! # If You've Found This Code Useful, Please Let Me Know. # Visit My Site At nehe.gamedev.net # # Modified for Tcl3D by Paul Obermeier 2006/01/25 # See www.tcl3d.org for the Tcl3D extension. package require Img package require tcl3d 0.3.2 # Font to be used in the Tk listbox. set gDemo(listFont) {-family {Courier} -size 10} # Determine the directory of this script. set gDemo(scriptDir) [file dirname [info script]] # Display mode. set gDemo(fullScreen) false # Window size. set gDemo(winWidth) 640 set gDemo(winHeight) 480 set gDemo(blend) false ; # Blending ON/OFF set gDemo(piover180) 0.0174532925 set gDemo(heading) 0.0 set gDemo(xpos) 0.0 set gDemo(zpos) 0.0 set gDemo(yrot) 0.0 set gDemo(walkbias) 0.0 set gDemo(walkbiasangle) 0.0 set gDemo(lookupdown) 0.0 set gDemo(z) 0.0 set filter -1 ; # Which Filter To Use set filterList [list "Nearest" "Linear" "MipMapped"] set texture [tcl3dVector GLuint 3] ; # Storage For 3 Textures # Show errors occuring in the Togl callbacks. proc bgerror { msg } { tk_messageBox -icon error -type ok -message "Error: $msg\n\n$::errorInfo" ExitProg } # Print info message into widget a the bottom of the window. proc PrintInfo { msg } { if { [winfo exists .fr.info] } { .fr.info configure -text $msg } } proc SetFullScreenMode { win } { set sh [winfo screenheight $win] set sw [winfo screenwidth $win] wm minsize $win $sw $sh wm maxsize $win $sw $sh set fmtStr [format "%dx%d+0+0" $sw $sh] wm geometry $win $fmtStr wm overrideredirect $win 1 focus -force $win } proc SetWindowMode { win w h } { set sh [winfo screenheight $win] set sw [winfo screenwidth $win] wm minsize $win 10 10 wm maxsize $win $sw $sh set fmtStr [format "%dx%d+0+25" $w $h] wm geometry $win $fmtStr wm overrideredirect $win 0 focus -force $win } # Toggle between windowing and fullscreen mode. proc ToggleWindowMode {} { if { $::gDemo(fullScreen) } { SetFullScreenMode . set ::gDemo(fullScreen) false } else { SetWindowMode . $::gDemo(winWidth) $::gDemo(winHeight) set ::gDemo(fullScreen) true } } # Toggle blending on or off. proc ToggleBlending { toglwin } { set ::gDemo(blend) [expr ! $::gDemo(blend)] if { $::gDemo(blend) } { glEnable GL_BLEND ; # Turn Blending On glDisable GL_DEPTH_FUNC ; # Turn Depth Testing Off } else { glDisable GL_BLEND ; # Turn Blending Off glEnable GL_DEPTH_FUNC ; # Turn Depth Testing On } $toglwin postredisplay } # Toggle between the different texture filters. proc ToggleFilter { toglwin } { incr ::filter if { $::filter > 2 } { set ::filter 0 } set filterName [lindex $::filterList $::filter] PrintInfo [format "Filter %s\n%s" $filterName $::glInfo] $toglwin postredisplay } proc SetBiasUp { toglwin } { set ::gDemo(xpos) [expr {$::gDemo(xpos) - sin($::gDemo(heading)*$::gDemo(piover180)) * 0.05}] set ::gDemo(zpos) [expr {$::gDemo(zpos) - cos($::gDemo(heading)*$::gDemo(piover180)) * 0.05}] if {$::gDemo(walkbiasangle) >= 359.0} { set ::gDemo(walkbiasangle) 0.0 } else { set ::gDemo(walkbiasangle) [expr {$::gDemo(walkbiasangle) + 10}] } set ::gDemo(walkbias) [expr {sin($::gDemo(walkbiasangle) * $::gDemo(piover180))/20.0}] $toglwin postredisplay } proc SetBiasDown { toglwin } { set ::gDemo(xpos) [expr {$::gDemo(xpos) + sin($::gDemo(heading)*$::gDemo(piover180)) * 0.05}] set ::gDemo(zpos) [expr {$::gDemo(zpos) + cos($::gDemo(heading)*$::gDemo(piover180)) * 0.05}] if {$::gDemo(walkbiasangle) <= 1.0} { set ::gDemo(walkbiasangle) 359.0 } else { set ::gDemo(walkbiasangle) [expr {$::gDemo(walkbiasangle) - 10}] } set ::gDemo(walkbias) [expr {sin($::gDemo(walkbiasangle) * $::gDemo(piover180))/20.0}] $toglwin postredisplay } proc SetHeading { toglwin val } { set ::gDemo(heading) [expr {$::gDemo(heading) + $val}] set ::gDemo(yrot) $::gDemo(heading) $toglwin postredisplay } proc SetLook { toglwin val } { set ::gDemo(lookupdown) [expr {$::gDemo(lookupdown) + $val}] $toglwin postredisplay } proc SetDepth { toglwin val } { set ::gDemo(z) [expr {$::gDemo(z) + $val}] $toglwin postredisplay } proc readstr { fp } { while { 1 } { gets $fp line # Empty line or comment: Read next line if { ($line eq "") || ([string index $line 0] eq "/") } { continue } else { break } } return $line } proc SetupWorld {} { set fileName [file join $::gDemo(scriptDir) "Data" "World.txt"] set filein [open $fileName r] ; # File To Load World Data From set oneline [readstr $filein] scan $oneline "NUMPOLLIES %d" numtriangles set ::sector1(numtriangles) $numtriangles for { set loop 0 } { $loop < $numtriangles } { incr loop } { for { set vert 0 } { $vert < 3 } { incr vert } { set oneline [readstr $filein] scan $oneline "%f %f %f %f %f" x y z u v set ::sector1($loop,$vert,x) $x set ::sector1($loop,$vert,y) $y set ::sector1($loop,$vert,z) $z set ::sector1($loop,$vert,u) $u set ::sector1($loop,$vert,v) $v } } close $filein } proc LoadGLTextures {} { # Load texture image. set texName [file join $::gDemo(scriptDir) "Data" "Mud.bmp"] set retVal [catch {set phImg [image create photo -file $texName]} err1] if { $retVal != 0 } { error "Error reading image $texName ($err1)" } else { set w [image width $phImg] set h [image height $phImg] set n [tcl3dPhotoChans $phImg] set TextureImage [tcl3dVectorFromPhoto $phImg] image delete $phImg } if { $n == 3 } { set type $::GL_RGB } else { set type $::GL_RGBA } glGenTextures 3 $::texture ; # Create Three Textures # Create Nearest Filtered Texture glBindTexture GL_TEXTURE_2D [$::texture get 0] glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER $::GL_NEAREST glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER $::GL_NEAREST glTexImage2D GL_TEXTURE_2D 0 $n $w $h 0 $type GL_UNSIGNED_BYTE $TextureImage # Create Linear Filtered Texture glBindTexture GL_TEXTURE_2D [$::texture get 1] glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER $::GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER $::GL_LINEAR glTexImage2D GL_TEXTURE_2D 0 $n $w $h 0 $type GL_UNSIGNED_BYTE $TextureImage # Create MipMapped Texture glBindTexture GL_TEXTURE_2D [$::texture get 2] glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER $::GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER $::GL_LINEAR_MIPMAP_NEAREST glTexImage2D GL_TEXTURE_2D 0 $n $w $h 0 $type GL_UNSIGNED_BYTE $TextureImage gluBuild2DMipmaps GL_TEXTURE_2D $n $w $h $type GL_UNSIGNED_BYTE $TextureImage $TextureImage delete ; # Free The Texture Image Memory } # Resize And Initialize The GL Window proc ReshapeCallback { toglwin { w -1 } { h -1 } } { set w [$toglwin width] set h [$toglwin height] glViewport 0 0 $w $h ; # Reset The Current Viewport glMatrixMode GL_PROJECTION ; # Select The Projection Matrix glLoadIdentity ; # Reset The Projection Matrix # Calculate The Aspect Ratio Of The Window gluPerspective 45.0 [expr double($w)/double($h)] 0.1 100.0 glMatrixMode GL_MODELVIEW ; # Select The Modelview Matrix glLoadIdentity ; # Reset The Modelview Matrix set ::gDemo(winWidth) $w set ::gDemo(winHeight) $h } # All Setup For OpenGL Goes Here proc CreateCallback { toglwin } { LoadGLTextures ; # Jump To Texture Loading Routine glEnable GL_TEXTURE_2D ; # Enable Texture Mapping glBlendFunc GL_SRC_ALPHA GL_ONE ; # Set The Blending Function For Translucency glClearColor 0.0 0.0 0.0 0.0 ; # This Will Clear The Background Color To Black glClearDepth 1.0 ; # Depth Buffer Setup glEnable GL_DEPTH_TEST ; # Enables Depth Testing glShadeModel GL_SMOOTH ; # Enable Smooth Shading glDepthFunc GL_LEQUAL ; # The Type Of Depth Testing To Do glHint GL_PERSPECTIVE_CORRECTION_HINT GL_NICEST ; # Really Nice Perspective Calculations SetupWorld } # Here's Where We Do All The Drawing proc DisplayCallback { toglwin } { # Clear Screen And Depth Buffer glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT] # Viewport command is not really needed, but has been inserted for # Mac OSX. Presentation framework (Tk) does not send a reshape event, # when switching from one demo to another. glViewport 0 0 [$toglwin width] [$toglwin height] glLoadIdentity ; # Reset The Current Modelview Matrix set xtrans [expr {-1.0 * $::gDemo(xpos)}] set ztrans [expr {-1.0 * $::gDemo(zpos)}] set ytrans [expr {-1.0 * $::gDemo(walkbias)-0.25}] set sceneroty [expr {360.0 - $::gDemo(yrot)}] glRotatef $::gDemo(lookupdown) 1.0 0.0 0.0 glRotatef $sceneroty 0.0 1.0 0.0 glTranslatef $xtrans $ytrans $ztrans glBindTexture GL_TEXTURE_2D [$::texture get $::filter] set numtriangles $::sector1(numtriangles) # Process Each Triangle for { set loop_m 0 } { $loop_m < $numtriangles } { incr loop_m } { glBegin GL_TRIANGLES glNormal3f 0.0 0.0 1.0 set x_m $::sector1($loop_m,0,x) set y_m $::sector1($loop_m,0,y) set z_m $::sector1($loop_m,0,z) set u_m $::sector1($loop_m,0,u) set v_m $::sector1($loop_m,0,v) glTexCoord2f $u_m $v_m ; glVertex3f $x_m $y_m $z_m set x_m $::sector1($loop_m,1,x) set y_m $::sector1($loop_m,1,y) set z_m $::sector1($loop_m,1,z) set u_m $::sector1($loop_m,1,u) set v_m $::sector1($loop_m,1,v) glTexCoord2f $u_m $v_m ; glVertex3f $x_m $y_m $z_m set x_m $::sector1($loop_m,2,x) set y_m $::sector1($loop_m,2,y) set z_m $::sector1($loop_m,2,z) set u_m $::sector1($loop_m,2,u) set v_m $::sector1($loop_m,2,v) glTexCoord2f $u_m $v_m ; glVertex3f $x_m $y_m $z_m glEnd } $toglwin swapbuffers } # Put all exit related code here. proc ExitProg {} { exit } # Create the OpenGL window and some Tk helper widgets. proc CreateWindow {} { frame .fr pack .fr -expand 1 -fill both # Create Our OpenGL Window togl .fr.toglwin -width $::gDemo(winWidth) -height $::gDemo(winHeight) \ -double true -depth true \ -createproc CreateCallback \ -reshapeproc ReshapeCallback \ -displayproc DisplayCallback listbox .fr.usage -font $::gDemo(listFont) -height 7 label .fr.info grid .fr.toglwin -row 0 -column 0 -sticky news grid .fr.usage -row 1 -column 0 -sticky news grid .fr.info -row 2 -column 0 -sticky news grid rowconfigure .fr 0 -weight 1 grid columnconfigure .fr 0 -weight 1 wm title . "Tcl3D demo: Lionel Brits & NeHe's 3D World Tutorial (Lesson 10)" # Watch For ESC Key And Quit Messages wm protocol . WM_DELETE_WINDOW "ExitProg" bind . "ExitProg" bind . "ToggleWindowMode" bind . "ToggleBlending .fr.toglwin" bind . "ToggleFilter .fr.toglwin" bind . "SetBiasUp .fr.toglwin" bind . "SetBiasDown .fr.toglwin" bind . "SetHeading .fr.toglwin 1.0" bind . "SetHeading .fr.toglwin -1.0" bind . "SetDepth .fr.toglwin -0.02 ; SetLook .fr.toglwin -1.0" bind . "SetDepth .fr.toglwin 0.02 ; SetLook .fr.toglwin 1.0" .fr.usage insert end "Key-Escape Exit" .fr.usage insert end "Key-F1 Toggle window mode" .fr.usage insert end "Key-b Toggle blending" .fr.usage insert end "Key-f Toggle filter" .fr.usage insert end "Key-Up|Down Move forth|back" .fr.usage insert end "Key-Left|Right Look left|right" .fr.usage insert end "Key-PgUp|PgDn Look up|down" .fr.usage configure -state disabled } CreateWindow set glInfo [format "Running on %s with a %s (OpenGL %s, Tcl %s)" \ $tcl_platform(os) [glGetString GL_RENDERER] \ [glGetString GL_VERSION] [info patchlevel]] ToggleFilter .fr.toglwin