Thread: [PyOpenGL-Devel] new semi-release soon.
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From: <il...@ya...> - 2002-11-18 09:54:47
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Hi, thought I'd mention that I plan on making a small release soon. It will be labeled as experimental, beta etc, as some important(for some people) things don't work. In cvs some bugs are fixed for some fairly useful functions. However togl doesn't compile easily on windows, and glut is broken. Those are the major two problems with it. Keeping up with the latest swig is a waste of time I think. As it changes so often, and almost every distribution has a different version. So requiring swig 1.3.13 for now seems like an ok thing to do. There are a couple of reasons I think doing this is a good idea. 1) Allow pygame users to use a new wrapper spritegl wrapper, which requires some fixes from cvs. 2) Allow people who don't use glut/togl to take advantage of the bug fixes for the core opengl stuff. 3) maybe spur along some helpers/developers. I've found a windows developer who will make a zip of the pyopengl installation. We could make an installer I guess, but since this is a dodgy release, I'd want people to make sure they know what they are doing. Repeating that this will be marked experimental-dodgy-alpha. Any thoughts? __________________________________________________ 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 |
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From: Mike C. F. <mcf...@ro...> - 2002-11-18 10:59:54
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Sounds fine to me. BTW: I've been working on OpenGLContext this weekend (one of my long-standing todos was to create a robust stencil-buffer-based shadow renderer). It's going darn slowly (in the middle I realised I needed to re-tool the entire scenegraph engine). I've got the shadow-volume calculation done, it's just a matter of integrating it into the traversal mechanisms. Have fun, Mike Rene Dudfield wrote: >Hi, > >thought I'd mention that I plan on making a small >release soon. It will be labeled as experimental, >beta etc, as some important(for some people) things >don't work. > >In cvs some bugs are fixed for some fairly useful >functions. However togl doesn't compile easily on >windows, and glut is broken. Those are the major two >problems with it. > >Keeping up with the latest swig is a waste of time I >think. As it changes so often, and almost every >distribution has a different version. So requiring >swig 1.3.13 for now seems like an ok thing to do. > >There are a couple of reasons I think doing this is a >good idea. > 1) Allow pygame users to use a new wrapper spritegl >wrapper, which requires some fixes from cvs. > 2) Allow people who don't use glut/togl to take >advantage of the bug fixes for the core opengl stuff. > 3) maybe spur along some helpers/developers. > >I've found a windows developer who will make a zip of >the pyopengl installation. We could make an installer >I guess, but since this is a dodgy release, I'd want >people to make sure they know what they are doing. > >Repeating that this will be marked >experimental-dodgy-alpha. > > >Any thoughts? > > >__________________________________________________ >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 > > >------------------------------------------------------- >This sf.net email is sponsored by: To learn the basics of securing >your web site with SSL, click here to get a FREE TRIAL of a Thawte >Server Certificate: http://www.gothawte.com/rd524.html >_______________________________________________ >PyOpenGL Homepage >http://pyopengl.sourceforge.net >_______________________________________________ >PyOpenGL-Devel mailing list >PyO...@li... >https://lists.sourceforge.net/lists/listinfo/pyopengl-devel > > > -- _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
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From: <il...@ya...> - 2002-11-18 11:24:21
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--- "Mike C. Fletcher" <mcf...@ro...> wrote: > Sounds fine to me. > > BTW: I've been working on OpenGLContext this weekend > (one of my > long-standing todos was to create a robust > stencil-buffer-based shadow > renderer). It's going darn slowly (in the middle I > realised I needed to > re-tool the entire scenegraph engine). I've got the > shadow-volume > calculation done, it's just a matter of integrating > it into the > traversal mechanisms. > > Have fun, > Mike ooh! that sounds nice :) __________________________________________________ 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 |
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From: Mike C. F. <mcf...@ro...> - 2002-11-18 12:48:26
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Should be, but it'll be dog slow without serious optimisations (which is part of why I need to re-tool the traversals). Even in C the author of the algo suggests it requires lots of optimisations. (It does 1+Nx2 full rendering passes (opaque+transparent) for N lights in the scene + 2xM shadow-volume-rendering passes). Will require ways to auto-cull shapes according to light cones/spheres, and ways to test for shadow-volume intersections with the frustum (among othe requirements). That all requires mechanisms for manipulating/calculating relative scenegraph path matrices and the like. Should have those tools anyway, but I haven't needed them until now in OpenGLContext. Oh well, such is life, Mike Rene Dudfield wrote: > --- "Mike C. Fletcher" <mcf...@ro...> wrote: > > >>Sounds fine to me. >> >>BTW: I've been working on OpenGLContext this weekend >>(one of my >>long-standing todos was to create a robust >>stencil-buffer-based shadow >>renderer). It's going darn slowly (in the middle I >>realised I needed to >>re-tool the entire scenegraph engine). I've got the >>shadow-volume >>calculation done, it's just a matter of integrating >>it into the >>traversal mechanisms. >> >>Have fun, >>Mike >> >> > > >ooh! that sounds nice :) > > > >__________________________________________________ >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 > > >------------------------------------------------------- >This sf.net email is sponsored by: To learn the basics of securing >your web site with SSL, click here to get a FREE TRIAL of a Thawte >Server Certificate: http://www.gothawte.com/rd524.html >_______________________________________________ >PyOpenGL Homepage >http://pyopengl.sourceforge.net >_______________________________________________ >PyOpenGL-Devel mailing list >PyO...@li... >https://lists.sourceforge.net/lists/listinfo/pyopengl-devel > > > -- _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |