OpenGL at PyGTA
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OpenGL presentation at PyGTA went alright, but it went *way* over time (2.25 hours) and that was without any particularly involved demos or the like. Then again, wasn't really attempting to keep to any sort of timeline. Can likely cut out much of the political stuff, and can go faster on the shader theory (I'm thinking a couple more diagrams at least).
Really want to get some interesting shader demos for the end of the presentation, things that show what you can do with shader-based rendering that wasn't possible (or was at least very cumbersome) with legacy shading.
Anyway, will work on that and the profiling presentation more on the weekend. For now need to concentrate on the client project.
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Shawn Wheatley on 03/18/2009 2:59 p.m. #
I would love to see your shader demos, as I'm just getting back into graphics programming for the first time since college (no OpenGL, all C-based libraries that my professor had written on an SGI). It's probably more advanced than I'm ready for, but I'm looking forward to trying out some OpenGL projects in PyOpenGL and Pyglet.
I look forward to seeing your talk at PyCon next week!
Mike Fletcher on 03/20/2009 10:08 a.m. #
Wouldn't be too excited about my shader demos, fact is I've been focusing on the problem of how to migrate legacy code, rather than "what you can do" with shaders... so my shader demos so far look like NeHe lessons 1-4 :) .
I'd love to get enough time this weekend to get OpenGLContext converted to use legacy-free operations with fallbacks and then let loose with half a dozen shader "materials" to get nice rendering effects, but realistically I'm not going to get that kind of time.
Will see what I can put together :) .