Archives 2008

Wow that's a lot of deprecations...

Beginning to read up on OpenGL 3.0... the deprecated functionality covers the majority of the PyOpenGL code that I've seen over the years.  You drop that stuff and it's a completely a different language, the OpenGL Bible's whole old-testament (the fixed pipeline) is basically gone.

I can't think of really *anything* in OpenGLContext that would ...

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Nagging Need for PyOpenGL 3.x

Really need to get PyOpenGL 3.x to be py2exe/pyinstaller/py2app
compatible.  The thing that needs to happen is that I need to figure
out what machinery (I think it's installed in site.py) does the
registration of eggs and how to make that registration happen inside
the various packaging systems.  If we can solve that, then the ...

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Nuclear Genies and Racism

Had a conversation a little while back that keeps echoing.  The topic was a mildly racist event of some sort, I don't particularly remember what.  The key question was this: "what's the big deal?"  After all, the event didn't particularly change anyone's life.  My answer at the time was along these lines: "the (nuclear) genie ...

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Oh, look, OpenGL 3.0 is out

Seems I really need to get PyOpenGL3.0.0 released some time soon.  Reviews of the OpenGL 3.0 spec aren't particularly positive so far, but the "rewrite" doesn't seem to be particularly noticeable at the API level, so should just be a few new extensions.

Two pings forward...

Spent the day on qnet yesterday.  Biggest change was using a structured library for the package/message format encoding/decoding.  That same structure stuff should be usable by people writing games to write their own protocols.  It's pretty straight-forward stuff.  Could use some optimisation work though. Speed dropped considerably with the structured approach instead of making single ...

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Lazy wrappers around functions


As (extension) functions in OpenGL often are not available until a valid context is created (and functions can be available/unavailable for different contexts), it's necessary to do some lazy-loading inside PyOpenGL sometimes.  Discovered today that the glHistogram wrappers were doing load-time checks for function availability and only wrapping the functions if the checks succeeded.  So, ...

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Channels and keys and loops, oh my

Worked on qnet yesterday.  Got the stateless (ordered, not guaranteed) channel working.  Basically this channel allows you to send messages with "keys" (think of them as sub-channels) where each key is considered to be a stateless update.  That is, each message with a given key is a complete update as to the current state of ...

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Bit of qnet hacking

Got the multiple-channel dispatching roughed in.  Also roughed in the event-sending interface.  Sped up the handling considerably for long pending queues (was doing a linear scan of the whole queue for each ack'd message, oops).  Also roughed in code for ordered-but-not-guaranteed channels (i.e. channels that keep the latest received values, dropping any missing messages).  Statistics ...

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Networking is hard, hard == fun

Had a lovely chat with Li-Fan down at Linux Caffe this evening, then home for dinner and playing with qnet. I'm enjoying playing with different strategies for the library (parallelizing delivery, seems to just flush the caches rather than speeding delivery, for instance).  Really, it's that ability to play with strategies that I see being ...

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Whether to tie qnet or not?

I've been working a bit on pyqnet over the weekend.

  • refactored into multiple modules in a package with a setup script
  • I've got a UDP-level implementation (i.e. real network level operations)
  • statistics gathering is started
  • the beginnings of adaptive retry/backoff code are there (i.e. resend frequency based on normal connection latency)
  • fixed handling of lossy ...

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