Category archives: Snaking
Discussions of programming, particularly of programming Python
OpenGLContext grows basic Viewpoint support (Really, really basic...)
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Fixed yet another really-really-really core system bug. Hard to believe such things could be in there that deep and never cause an error until now. This time it was in the "find" method that searches a scenegraph for out-of-order nodes. It was incorrectly generating it's flattened "todo" list, so was returning entirely invalid node-paths.
At ...!-->!-->
Old VRML never dies (It just gets shunted off to directories called oldstuff/zzserver/vrml)
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Was hunting about for Eric and discovered an old link from one of the VRML guys lamenting the loss of my old VRML code collection from the VRML community (well, more like the community's implosion and everyone considering it dead). So I started hunting about looking for those old worlds. They were pretty rough. Still, ...
More thoughts on OpenGLContext (Or, I don't think I'm going to sleep, so may as well blog...)
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Need to decide what I'm going to do about making an end-programmer-friendly UI system available. Do I go with something like PyUI, which is entirely within the OpenGL window? or do I try to make some cross-GUI-system minimal subset for 3D-oriented code? or do I write individual tools for use with a single GUI library ...
Napping isn't very productive... (Or, my day in OpenGLContext)
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Spent what (small) fraction of the day I was awake working on OpenGLContext, and then watching a movie (Switch). The OpenGLContext work was fairly trivial stuff, just tightening things up in preparation for the 2.0.0 final release. This included rewriting the textobject.py demo to function as a chooser for the default fonts to use for ...
It's annoying when I can't seem to think straight (PyGame font should be so simple... and yet...)
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Been working on fixing the PyGame font renderer in OpenGLContext. This was broken by a fix to the bitmap renderer a month ago. Problem is, the original code had this wonky set of transformations that look like they should effectively cancel each other out, but which worked perfectly well with the (wonky) previous rendering scheme ...
Eating, napping and graphics (Good finish to the day I suppose...)
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Cooked up some curry this evening. Wasn't that spectacular, mostly because it burned a little in the wok. Rosey is still sick, so she went to bed before trying it.
After eating I was just so exhausted I took a nap. Got up around 1am and decided to fix a bug that's been annoying me ...!-->!-->
Wow, where did *that* day go? (Gotta love meetings...)
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Good day, all-in-all. Much of it spent on documentation. A bit on making the demo code a little less CPU-greedy (though not quite there yet), and the meeting with Steven.
Also flipped bits on 10 or so "billable" items... almost a month's work... I didn't count, but it's probably 200 or more hours. If we ...!-->!-->
Mmm... sales (Well, sales documentation...)
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Wound up taking almost 3/4 of an hour explaining a new (heuristic) feature (that triggered a little too readily last night) to Bryan in email (and coming up with a way to improve it as I did), so not as much of the "what's in the box" document as I'd planned, but I did get ...
OpenGLContext grows more Interpolators (Morphing and moving and colouring and fading! Oh my!)
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Spent an hour or two on OpenGLContext last night. In particular, generalised the OrientationInterpolator code into a generic Interpolator and sub-classes for position, colour, scalar, orientation, and coordinate interpolators. Only VRML97 interpolator node still missing is NormalInterpolator, which is both very rare and a bit of a pain to create (because it requires a quaternion ...
Day dissolves (Fragmented work-day doesn't produce much...)
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I know I did work today, but given that length of time spent, it doesn't seem like much. Wound up having interruptions (D'Arcy's call, Tim's visit and the management meeting) that kind of chopped the day into little fragments (I don't work well when there's someone in the room, I'm just driven to talk to ...