Archives August 2009

Of Design release 1.0a1

As regular readers will know, I've been working (slowly) on a rewrite of my BIS Thesis in Design Epistemology.  The original thesis was huge, covering way more material than anyone should attempt to cover in one thesis, and as a result it was rather cursory in its coverage of most of the areas on which ...

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From where the short posts come...

Have been seeing weirdly trivial blog-post spam lately.  Someone will post a single-line comment that is entirely generic, no real content, just a bland "nice post" or "thanks for the article" where the user's URL is a link to what looks like a SEO page.

Turns out that there's a set of sites that "markets" ...

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easy_install no longer working with SourceForge-hosted projects?

It seems like all of the projects I host on SourceForge are no longer easy-installable.  The only ones that can install are the ones that have been uploaded to PyPI, and then only the versions on PyPI install (i.e. a later version on SF doesn't install or prevent an earlier version from installing).  I'm guessing ...

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Oh, OpenGL 3.2 in PyOpenGL, PyOpenGL in Python 3.x

Checked in the initial OpenGL 3.2 support, haven't done *any* checking on it yet.  So buyer beware on bzr trunk :) .  Really do need to get the pyglet-generator branch working some day.

Oh, also ran 2to3 across the package.  It finished (used to blow up on the larger files), so it may be possible ...

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Add context managers to PyOpenGL?

Playing a bit with Python context managers for PyOpenGL.  Considering adding them pervasively, likely with a configuration flag. (idea is from Florian's gletools)...

  • OpenGL.arrays.VBO -- make a context manager itself (this is already implemented)
  • OpenGL.GL.compileShader -- make the shader int returned a context manager (implemented)

Those two I consider non-controversial, as they are already non-standard ...

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New tutorial(s) up...

Continuing to plow through writing tutorials.  There's now 10 GLSL code walk through style tutorials for OpenGLContext.  Next up should likely be texturing/samplers.  I'm going to have to start factoring out some of the common code, as large blocks are basically the same for each tutorial and they're making it somewhat cumbersome.  I'm also thinking ...

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Code-walkthrough Overkill

I'm beginning to think that the "code walkthrough" style is just way too involved for many of these tutorials/demos.  Most of them can be reduced to "define scenegraph", maybe set up a few event handlers to manipulate it.  I think I'll go back to the low-level tutorials when I get a chance to work on ...

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