Archives 2005
OpenGL just seems so messy (Providing "natural" semantics for a low-level API...)
Written by
on
in
Snaking.
Was just reading through the GLEWpy source-code for the ARB vertex-buffer-object extension. It's basically about the same level as the auto-generated SWIG, or ctypes interfaces. It should work fine, but it doesn't feel natural. Brian's interface looks a lot more natural to me, but it's also a lot more code.
I just have this nagging ...!-->!-->
It would be so much easier if I had hardware with these extensions... (Oh well, gives me an excuse ;) )
Written by
on
in
Snaking.
Spent a few hours reviewing and trying to integrate Brian's Vertex Buffer Object extension patch. It was made against the 2.0.1 release (my fault, I've been slow getting to it), so there was a bit of migration work to do. Problem is, the migration to SWIG 1.2.23 seems to have changed how the new vertex-pointer ...
That was a fun little party (Even though I do seem to have offended at least one lady...)
Written by
on
in
Vindaloo.
Went over to Dan's place for a potluck party. Lots of interesting folks. Had quite a few interesting conversations, on design, design theory, religion (where the lady got offended), politics, technology (solar, wind, hydrogen economies), computers (and some work), and other things I've forgotten.
Tried to practice my listening a little, but at least three ...!-->!-->
No way to generate patches (SourceForge's anonymous CVS for "p" projects is down...)
Written by
on
in
Snaking.
Not a huge amount of PySNMP speedup for the day, wound up doing quite a lot of whole-application profiling, but hours of that only represents a few runs in total (it takes a long time to load 100MB of profile data in wxProfile). Discovered that, in the demo code, almost 33% of running time is ...
It may be worth it to rewrite wxProfile... (Well, actually wxProfile2, as that's what does hotshot loads)
Written by
on
in
Snaking.
It takes my (moderately beefy) machine 3 or 4 minutes to load a profile for a small HotShot profile run (e.g. the TwistedSNMP test suite). Although I try to do useful work while it's loading, a lot of the time is just wasted reading email, or news, or what have you.
It might be worthwhile ...!-->!-->
Optimising and re-optimising (Deja-vu for PySNMP hacking...)
Written by
on
in
Snaking.
Spent the whole day staring and poking at PySNMP. I think I see a way to speed the system up to something reasonable...
The basic problem is that any given final class, be it a simple integer holder or a full SNMP get message, is composed of about 20 mix-in and base classes, all of ...!-->!-->
A day on tickets and a night on Numpy (Need food though...)
Written by
on
in
Snaking.
Few more bug-fixes and enhancements to Cinemon today. Nothing stunning, a few new OIDs added to the collection, an annoying bug in the email-limiting code fixed, that kind of thing.
Spent the evening looking at Jelle's genetic algorithm code and then rewriting it using Numpy so it would both be easier to follow and more ...!-->!-->
Another fascinating article from Shane (Apparently Fox News has decided to castigate this chap instead of dealing with the issues...)
Written by
on
in
Vindaloo.
You should probably read this series of letters and articles. Churchill's article is obviously intended to be inflamatory. Maybe that's a good thing. Maybe it's the only way to wake up the United States to the insanity of their foreign policy.
I doubt it will make a difference (especially given the Chancellor's spineless reaction ...!-->!-->
Siren call of sleep (Day disappears in the pursuit of rest)
Written by
on
in
Vindaloo.
Didn't sleep well last night, so wound up spending basically the entire day trying to make up for it. Still kinda out of it.
Still having weird problems with the OpenGLContext renderer. Anyway, should make myself some coffee and work on that. Want to finish watching Minority Report (first time) first, though.
Explanation of sorts for why conversion of Jelle's project didn't work (Tessellation was producing counter-clock-wise geometry...)
Written by
on
in
Snaking.
I converted Jelle's project to run in OpenGLContext, but when I did so, the rendering went all to heck, seemingly randomly losing triangular faces. Turns out it wasn't random, it was an artefact of the GLU tessellator wherein it was generating polygons which were in reverse order vertex-wise to those passed in as "solid".
Haven't ...!-->!-->
Monthly archives
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