Category archives: Snaking
Discussions of programming, particularly of programming Python
Playing with EGL platform for PyOpenGL
Written by
on
in
Snaking.
Played around a bit today with generating an EGL wrapper (for mesa-egl). No real reason for it, other than I wanted to see what EGL is like. One thing that shows up is that the current idea of a "platform" in PyOpenGL is a little too limited. EGL is cross-platform, and apparently can work with ...
QIII Shader File Parser added to Twitch
Written by
on
in
Snaking.
So after yesterday's post, you *must* have been thinking: "where *are* all those textures"? No one has 30 missing textures in a map level. A few of them seem like something that might have been hard-coded, "noshader" "clip" and the like, but there's no way those "sky" textures were going to be hard-coded to content ...
Added Textures to Twitch this evening...
Written by
on
in
Snaking.
I've been playing at writing a small Quake III BSP map rendering engine using PyOpenGL (and OpenGLContext, for now) when I get the bug to do 3D.
Today I added basic texture rendering for "simple" surfaces (non bezier spline patches). With that you can wander around (unzipped) maps and tell what's going on, but nothing ...
Video from PyCon.ca is up...
Written by
on
in
Snaking.
The video has a number of drop-outs, and as noted elsewhere, it turns out that the section on Python 3 was wrong. Sigh. Python 3 did not clean up the profile/cProfile duality as it did for all other name/cName pairs, so Python 3 profiling works as long as you use Python 2 tools to process ...
PyCon.ca Tools Sprint wrap-up (a bit late)
Written by
on
in
Snaking.
Where does the time go?
Written by
on
in
Snaking.
So I just looked at my calendar and went "gulp". PyCon.ca is just 3 (or 4, depending how you want to count) days away. I've got my presentation roughed out, but I don't have Coldshot to the point where it can be released as a 1.0 implementation.
I also still need to play with statprof, ...
Line localtime inadvertantly implemented...
Written by
on
in
Snaking.
Started really looking at the results from Coldshot and realized that the line timings just didn't add up to the function timings... because the line-timings were "localtime" rather than "cumtime". Local time is actually pretty interesting as a piece of information, but I'm guessing 95% of the time you actually want cumtime when you are ...
Coldshot progress...
Written by
on
in
Snaking.
Been playing with my experimental profiler (Coldshot) all day.
At this point it can load an OpenGLContext run with 207MB of trace data and produce a basic textual summary (both cProfile-style calls/timing and file:line level timings) in around 4s. That's still quite slow, as the profiler records around 4MB/second of data, so multi-GB traces seems ...
Profiling for Performance at PyCon.ca
Written by
on
in
Snaking.
The Pycon.ca schedule is up. My talk is at 11:20 on Saturday. It is a revised/extended/updated version of my PyCon 2009 talk on Profiling.
Quadratic Bezier Splines
Written by
on
in
Snaking.
So as part of my little Quake 3 BSP loader (twitch) I need to render Quadratic Bezier Spline patches. I want to do the whole thing from a VBO, so I'm doing the tessellation manually (I also wanted to do it to play). The basic rendering is now working, that is, I can render a ...