Re: [PyOpenGL-Users] OpenGLContext 2.0 on the way, status update, requests?
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mcfletch
From: <il...@ya...> - 2002-12-16 01:26:28
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Excellent! Sounds really cool. I hope you can get the shadow volumes are in the release? The logging of OpenGL.GL commands sounds really useful too :) What is a visitor pattern? --- "Mike C. Fletcher" <mcf...@ro...> wrote: > I've spent the last few weeks working on > OpenGLContext, and am getting > to the point where an early 2.0 release is becoming > visible somewhere on > the horizon. This message will serve as a heads-up > regarding the new > development work. I'm also wondering if there are > particular things > that people would like to see in the package's next > iteration. I've > been working primarily on the scene graph package > (and a few new > supporting packages) > > Here's a quick summary of what's changed... > > * have moved to 2.2.x+ (the new stable Python > version) > o has significantly simplified the code > base > o have moved away from the mcf.vrml code > base for providing > VRML functionality, am using a much > smaller custom-written > vrml package (including a more robust > parser). > o nodes are now new-style Python objects > with fields being > property sub-classes > o means that anyone using the package > needs to upgrade to > 2.2.x (preferably 2.2.2), though the old > version (1.0) will > continue to be available for earlier > Python versions. > * have moved to a visitor pattern for all > rendering traversals > o means that the rendering algorithms tend > to be localized in > a single file, with only small bits of > functionality added > to the individual node-classes > * have just completed the base work for a > stencil-shadow-rendering > pass-set and supporting objects > o is basically functional, though there > are a number of fairly > common cases which need to be dealt with > before it can be > considered finished > * have added support for more of the VRML97 > background node > * threaded image loading is working > * the new scene graph implementation includes > generic caching > facilities (based on field-watchers, which are > in turn based on > the new field classes and the dispatcher > module) > * lights are now properly positioned within the > scene graphs > * switches are implemented > * integrated node-path objects provide both > forward and backward > manual transformation-matrix calculations > * there are display list and texture helper > objects for managing > resource life-cycles > * there are a few new debugging tools > o save the depth buffer or the stencil > buffer to a PIL image > o log OpenGL.GL commands to sys.stderr > o helpers to track changes to OpenGL state > > I'm probably still a few weeks away from a first 2.0 > alpha release, so > there is still time for feature requests. Let me > know what you want to > see (within reason, I'm not looking to double the > length of the project > or anything). > > Enjoy yourselves, > Mike > > _______________________________________ > Mike C. Fletcher > Designer, VR Plumber, Coder > http://members.rogers.com/mcfletch/ > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: > With Great Power, Comes Great Responsibility > Learn to use your power at OSDN's High Performance > Computing Channel > http://hpc.devchannel.org/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com |