Author archives: Mike

RSS feed of Mike

PyOpenGL 3.0.0 (final) Released


PyOpenGL is the traditional OpenGL binding for the Python language (Python 2.x series).  This release is the first major release of the package in more than 4 years.  PyOpenGL 3.x is a complete rewrite of the PyOpenGL project which attempts to retain compatibility with the original PyOpenGL 2.x API while providing support for many more ...

Continue reading

SimpleParse ported to Python 2.6 I guess...

As of this evening SimpleParse bzr trunk seems to be working on Python 2.6.  Weird thing is that I seem to have done the bulk of the work back in November... but I don't recall doing it.  All I did this evening was fix a couple of deprecation warnings and a problem with conflicts on ...

Continue reading

Almost there, just testing left...

PyOpenGL 3.0.0 is almost out the door.  Testing is done on Linux 64-bit and all seems well.  Documentation is updated (including deprecation warnings and updated PyDoc version).  Install of the library worked on a MacBook this afternoon, but the PyOpenGL-Demo module refused to download (some SourceForge issue with a redirect). Will have to try again ...

Continue reading

Duh! OpenGL bug squished...

Saw strange performance show up during testing of a simple set of shader-based samples in OpenGLContext.  Discovered what seemed to be a memory leak of the wrapper objects in OpenGL_accelerate... investigation showed that the wrapers were re-"compiling" the finalized versions of the functions on every call.  Turns out that setting self.__class__.__call__ doesn't alter future calls ...

Continue reading

Knee-ing video cards part II

Decided to work on the workstation today (bigger screen, tablet for drawing)... ran the little mandelbrot explorer demo.  Managed to lock up the whole machine at just a few hundred iterations.  Apparently having compiz on while doing "test the limits of your graphics card" code running is... counter-indicated.

Kinda neat zooming into the mandelbrot until ...

Continue reading

Bring your video card to its knees...

The Orange Book (OpenGL Shading Language 2nd Ed) has a neat little shader demo where you render the Mandelbrot set with a fragment shader.  It's one of those "cool, but not particularly practical" examples of shader's power.

I've been adding some rudimentary "generic" shader support to OpenGLContext, so I decided I'd use that little bit ...

Continue reading

Sat down to generate the PyOpenGL docs today

Which uses the directdocs generator, which is based on python-lxml... but the API for lxml has apparently changed (with the rebuilding of the workstation to Ubuntu).  Namespaces have to be passed explicitly as a named argument... no problem, can fix that... oh, but now it can't resolve entity references such as ⁢ in the document. ...

Continue reading

OpenGL at PyGTA

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 ...

Continue reading

Lists/tuples are so convenient

As I've been working on the OpenGL presentation I've run into this issue a couple of times... much of the overhead in PyOpenGL 3.x's array-handling could be eliminated if we didn't allow for copying data at all when passing in array values.  That is, if we were to always require that the client-passed value be ...

Continue reading