Archives Jan. 9, 2005

OpenGLContext grows basic Viewpoint support (Really, really basic...)

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 ...

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Old VRML never dies (It just gets shunted off to directories called oldstuff/zzserver/vrml)

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, ...

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Or maybe I'll just blog more (And try to type quietly)

People I think about a lot who have gone missing-in-action from my life (mostly due to my being an idiot and not keeping up on correspondence):

Kim — She's off teaching at a University on the prairies these days
Alexei — He's off in China.
Diana — She's married, in Ottawa, with 4 children (3 ...

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More thoughts on OpenGLContext (Or, I don't think I'm going to sleep, so may as well blog...)

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 ...

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She never brings them home for *me* (Rosey & co go out clubbing, so the day ends early...)

Rosey and Erin (friend from St. Mary's back when we were in high school (and a rather stunning woman even back then (she's the one on the right))) took one of their friends out clubbing as part of another friend's wedding festivities. They're all staying over, so I guess I'll call it a night so ...

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Napping isn't very productive... (Or, my day in OpenGLContext)

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 demo to function as a chooser for the default fonts to use for ...

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