Archives August 2009
As regular readers will know, I've been working (slowly) on a rewrite of my BIS Thesis in Design Epistemology. The original thesis was huge, covering way more material than anyone should attempt to cover in one thesis, and as a result it was rather cursory in its coverage of most of the areas on which ...
Have been seeing weirdly trivial blog-post spam lately. Someone will post a single-line comment that is entirely generic, no real content, just a bland "nice post" or "thanks for the article" where the user's URL is a link to what looks like a SEO page.
Turns out that there's a set of sites that "markets" ...
It seems like all of the projects I host on SourceForge are no longer easy-installable. The only ones that can install are the ones that have been uploaded to PyPI, and then only the versions on PyPI install (i.e. a later version on SF doesn't install or prevent an earlier version from installing). I'm guessing ...
We're going with a round-table discussion at PyGTA this evening. How do *you* deal with exceptional conditions in your code? 7:10pm at Linux Caffe.
Checked in the initial OpenGL 3.2 support, haven't done *any* checking on it yet. So buyer beware on bzr trunk :) . Really do need to get the pyglet-generator branch working some day.
Oh, also ran 2to3 across the package. It finished (used to blow up on the larger files), so it may be possible ...
Playing a bit with Python context managers for PyOpenGL. Considering adding them pervasively, likely with a configuration flag. (idea is from Florian's gletools)...
- OpenGL.arrays.VBO -- make a context manager itself (this is already implemented)
- OpenGL.GL.compileShader -- make the shader int returned a context manager (implemented)
Those two I consider non-controversial, as they are already non-standard ...
Our open discussion on Tuesday will be on the topic of exceptional conditions (and how to handle them). More details on the PyGTA site.
Continuing to plow through writing tutorials. There's now 10 GLSL code walk through style tutorials for OpenGLContext. Next up should likely be texturing/samplers. I'm going to have to start factoring out some of the common code, as large blocks are basically the same for each tutorial and they're making it somewhat cumbersome. I'm also thinking ...
Moving forward on the GLSL tutorials. Latest introduces the use of structures and arrays. Needs more commentary, but I'm off to friends' for dinner.
I'm beginning to think that the "code walkthrough" style is just way too involved for many of these tutorials/demos. Most of them can be reduced to "define scenegraph", maybe set up a few event handlers to manipulate it. I think I'll go back to the low-level tutorials when I get a chance to work on ...
- Aug. 2, 2009
- Aug. 3, 2009
- Aug. 4, 2009
- Aug. 5, 2009
- Aug. 8, 2009
- Aug. 11, 2009
- Aug. 12, 2009
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- Aug. 25, 2009
- Aug. 29, 2009