Archives week 1 of 2005
Jan. 3, 2005 - Jan. 9, 2005
OpenGLContext grows basic Viewpoint support (Really, really basic...)
Written by
on
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Snaking.
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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Snaking.
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, ...
Or maybe I'll just blog more (And try to type quietly)
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Vindaloo.
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 ...!-->!-->!-->!-->
More thoughts on OpenGLContext (Or, I don't think I'm going to sleep, so may as well blog...)
Written by
on
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Snaking.
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 ...
She never brings them home for *me* (Rosey & co go out clubbing, so the day ends early...)
Written by
on
in
Vindaloo.
Napping isn't very productive... (Or, my day in OpenGLContext)
Written by
on
in
Snaking.
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...)
Written by
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Snaking.
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 ...
Wow, Andromeda ends darkly... (Spoiler warning...)
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Vindaloo.
Couldn't sleep, so decided to plough through a few of the PVR'd shows piling up on the hard disk. They included the last 2 episodes of Andromeda. Um... dark. Everyone dies save the hero who decides to flee... even the heroine that the hero (who eventually flees) convinces she shouldn't flee.
I mean, yes, it ...!-->!-->
Eating, napping and graphics (Good finish to the day I suppose...)
Written by
on
in
Snaking.
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...)
Written by
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Snaking.
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 ...!-->!-->