Almost there, just testing left...
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Snaking.
PyOpenGL 3.0.0 is almost out the door. Testing is done on Linux 64-bit and all seems well. Documentation is updated (including deprecation warnings and updated PyDoc version). Install of the library worked on a MacBook this afternoon, but the PyOpenGL-Demo module refused to download (some SourceForge issue with a redirect). Will have to try again tomorrow if I can find another friendly Mac user. I'll need to boot into Vista to test on Win32 with extension support (already tested and passed on Win32 virtual machine (Qemu)).
I was intending to play around with a shadow-mapping demo today, but just didn't get to it. Suppose I'll have to try tomorrow. I've also been thinking about how to make OpenGLContext much faster. One thing that comes up is that I could eliminate the whole scenegraph traversal (on a per-frame level) if I were to go with CPU-calculated matrices for everything (which has to happen anyway) and then reduce the rendering process to a loop over the set of cached render-objects (loop over the shapes getting the cached objects). Anyway, probably won't get to that this week.
Oh, I also tested PyOpenGL on Python 2.6 on Linux 64-bit, all seemed to be working without any porting effort.
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Lucian on 04/01/2009 1:45 a.m. #
I'm a friendly mac user :)
Look, I even have a smiley ^
Mike Fletcher on 04/01/2009 3:53 p.m. #
That's wonderful, can you please try installing PyOpenGL on your machine? It can be done in a virtualenv if you want to make sure you aren't messing up your system. If you can then download the PyOpenGL-Demo package and install that, it should (mostly) run. You'll also need numpy and PIL installed.
Mike Fletcher on 04/01/2009 4:07 p.m. #
Actually, beat you to it, tricked a hapless mac user into testing for me. Yay.
Lucian on 04/02/2009 3:16 a.m. #
Sorry about that, I forgot :)
Mike Fletcher on 04/02/2009 9:41 a.m. #
NP, Noah was handy and willing.