Author archives: Mike
Nurbs finally fixed in PyOpenGL 3.x (Strange behaviour...)
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Snaking.
I finally tracked down the problem with nurbs rendering in PyOpenGL 3.x. Apparently passing a bald integer where a void-pointer is expected was causing ctypes to re-interpret the value. I went with returning a void_p and the nurbs started flowing again.
Added support for saving/viewing the depth buffer to one of the OpenGLContext tests. Added ...!-->!-->
GObject is everywhere (Sigh...)
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Young Coders.
Spent the day on OLPCGames today. I'm trying to clean up the code so that the various pieces can be used independently to let people code for the OLPC without giving up portability (and I was hoping, to get GTK totally out of the picture for people not using the GTK-based features, so that you ...
Examples Wanted (For documentation...)
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Young Coders.
One of the ideas that was discussed during the Developer Community meeting today was, of course, documentation. One of the things that people would really like to see is lots more example-based documentation, particularly for our OLPC-specific code-base.
So, if you have, or know of any code that demonstrates the use of a particular OLPC-specific ...!-->!-->
Remora Specialist Wanted (Add-ins == activities...)
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Young Coders.
We're looking for someone with experience customising and running Remora (the engine that Mozilla.org uses for plug-ins) to manage Activities for the OLPC. If you are such a person, or know such a person, let me know and I'll pass you on to the proper peoples.
[Update] Fixed the name for the project, thanks ...!-->!-->
Documentation and VMWare Builds (Finally automated...)
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Young Coders.
As of this evening, the process of creating the VMWare/VirtualBox images for the OLPC should be entirely automatic. I've cronned the process up to run every 6 hours, so it should catch most new releases (it only downloads the latest release (and only if it hasn't done it before)), a couple may slip through, but ...
Too many regressions to release PyOpenGL (Way too long since I worked on it...)
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Snaking.
I was intending to just sit down with PyOpenGL and do a release... but apparently I was right in the middle of something when I last worked on it. Nurbs was broken. Win32 just wouldn't work. Lots of little things.
Anyway, long story short, spent 12 hours or so on it, but it's just not ...!-->!-->
Bit of a Slow Day (Pleasant enough...)
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Young Coders.
Only got about 8 hours in on OLPC today, mostly on developer documentation. Last night I got a test written for using the camera and gstreamer to display video on a pygame display surface. I'll have to come up with a nice control mechanism that makes what's really a child X window look like a ...
Developer's Manual for OLPC (Plus emulation...)
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Young Coders.
Spent the day organising and rewriting the Developer's Manual and Emulation manual for the OLPC. Still have lots of work to do pulling information in from the wild corners of the wiki, taming the emulation stuff so that it's readable and coherent, and then filling in the missing bits. At least part of that will ...
Moving a Second Activity Up (Productive, meet Story Builder, your new best friend...)
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Young Coders.
Whole day spent on OLPCGames today. Updated the documentation on the wiki considerably. Cleaned up the skeleton-activity builder so that you can create a basic Pygame activity with a few commands, and looked into a bug report from Story Builder.
Story Builder is very different from Productive. It's got lots and lots of text entry ...!-->!-->
File Formats and Keyboard Navigation (Little "playable" details...)
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Young Coders.
Spent all of yesterday evening and all the time so far today getting the little details put together. We now have a file-format for Productive (just a zip-file with some specially-named sub-files) and the original world definition can be shared with the clients to provide topology information (and eventually map size, layout, resources, etceteras). The ...