Author archives: Mike
GLSL tutorial intro to structures and arrays...
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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.
Code-walkthrough Overkill
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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 ...
OpenGLContext Fun
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Beginning work on OpenGLContext release
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Snaking.
Sometimes you get discouraged about a project that you work on all the time. You think "no one uses it, so I may as well just do whatever I feel like doing". Over the years, you lose track of the idea of releasing it as a working piece of software, you just sort of think ...
PyOpenGL 3.0.1a2, for the forward-thinking...
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Second alpha of the 3.0.1 series includes a number of bug-fixes from PyOpenGL 3.0.1a1, as well as updated extensions (including OpenGL 3.1 core). The new extensions are currently just auto-generated, so if you see something that needs special wrapping, feel free to ping me. The OpenGL.org extension header now breaks out the deprecated/non-deprecated functionality, so ...
Day of Exploring
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Spent the day at Science 2.0 down at the Mars Centre. Kinda freaky how many people I am getting to know at these things. Greg is, as was mentioned, definitely a node in the connectivity graph. The *P marketing department did a presentation, I've never personally looked into the system, but the few quick snippets ...
Beginnings of diffuse + ambient shader tutorial up...
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Doing a bit more on the shader tutorial stuff. Up now is the first crack of the diffuse+ambient (with directional light) introduction. Very much a fast bash-out, but whatever :) .
You tend to forget the stuff under your abstractions...
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Decided to get at least *some* PyOpenGL stuff done this weekend, so played around a little with the texture-atlas-based text rendering stuff. I went with a spike test rather than trying to refactor the whole font engine in OpenGLContext at the first go.
I spent the longest time figuring out why the texture always came ...
Selenium Setup bores me...
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Snaking.
Selenium rocks. Unfortunately, every time I sit down at a new client I wind up having to do boilerplate setup to get a nose-testable Selenium environment. By nose-testable I mean something that automatically sets up and closes down the selenium server (and the client servers under test, though that's a separate issue).
To be useful ...
Shader convenience module...
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I'm always wary of adding non-standard functionality to PyOpenGL, but as I've been trying to write tutorials for how to use shaders I'm finding that it really is necessary to have a module that provides the appropriate "alternate" definitions and provides the basic compileShader/compileProgram functions (with error checking and log extraction).
So, to use a ...