Thread: [PyOpenGL-Users] OpenGLContext 2.0.0a3 available...
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From: Mike C. F. <mcf...@ro...> - 2003-01-23 22:57:54
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I've just released OpenGLContext 2.0.0a3 for PyOpenGL 2.0.1. The 2.0.0a3 release includes far more documentation, (particularly in-module docstrings), a number of bug-fixes in various modules, and a re-worked node/field structure. There will probably be at least 1 more alpha release before beta 1 (I'm considering adding support for prototyped nodes). See the release notes (readme.txt) for details on changes. http://pyopengl.sourceforge.net/context/ Enjoy yourselves, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |
From: <il...@ya...> - 2003-01-23 23:53:24
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Very cool. Looks like you are making quite a bit of progres on this :) I was reading through your "OpenGLContext Rendering Process" visitor doc, and was wondering how hard it would be to implement some of the rendering optimizations eg rendering sorted by texture/opengl state, or maybe culling geometry? Do you think they could be added whilst still keeping the code fairly simple/clean? --- "Mike C. Fletcher" <mcf...@ro...> wrote: > I've just released OpenGLContext 2.0.0a3 for > PyOpenGL 2.0.1. The > 2.0.0a3 release includes far more documentation, > (particularly in-module > docstrings), a number of bug-fixes in various > modules, and a re-worked > node/field structure. > > There will probably be at least 1 more alpha release > before beta 1 (I'm > considering adding support for prototyped nodes). > > See the release notes (readme.txt) for details on > changes. > > http://pyopengl.sourceforge.net/context/ > > Enjoy yourselves, > Mike > __________________________________________________ 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 |
From: Mike C. F. <mcf...@ro...> - 2003-01-24 00:17:22
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The easiest, cleanest, and most-likely-to-remain-usable optimisation would probably be adding frustum culling. Texture/OpenGL state sorting would be doable, but I'm guessing it'd make the code quite hairy. VRML semantics are that rendering order within a grouping node is irrelevant, so it's certainly not particularly difficult to imagine doing it and still allowing you to load VRML97 content. I'd guess doing simple change-minimisation would be considerably easier (e.g. track whether the current texture is a given Texture object), but I'm not sure it would actually cause a speed-up given that you'd be doing it in Python code. Level-of-Detail support would be useful for content that supports it. I would need to do some profiling to give any certain answers, but I'd guess providing display-list implementations would provide a speed-up for static IndexedFaceSets. The opposite would be true (array-based implementations would speed-up) for dynamic (non-static) IndexedLineSet and PointSet objects (such as seen in the particle-system demo). More advanced approaches, such as minimising the size of IFS arrays by converting to triangle-strips would probably be a good idea too. Enjoy, Mike Rene Dudfield wrote: >Very cool. Looks like you are making quite a bit of >progres on this :) > > >I was reading through your "OpenGLContext Rendering >Process" visitor doc, and was wondering how hard it >would be to implement some of the rendering >optimizations > eg rendering sorted by texture/opengl state, or >maybe culling geometry? > >Do you think they could be added whilst still keeping >the code fairly simple/clean? > > > > > --- "Mike C. Fletcher" <mcf...@ro...> wrote: > >I've just released OpenGLContext 2.0.0a3 for > > >>PyOpenGL 2.0.1. The >>2.0.0a3 release includes far more documentation, >>(particularly in-module >>docstrings), a number of bug-fixes in various >>modules, and a re-worked >>node/field structure. >> >>There will probably be at least 1 more alpha release >>before beta 1 (I'm >>considering adding support for prototyped nodes). >> >>See the release notes (readme.txt) for details on >>changes. >> >> http://pyopengl.sourceforge.net/context/ >> >>Enjoy yourselves, >>Mike >> >> >> > >__________________________________________________ >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: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >PyOpenGL Homepage >http://pyopengl.sourceforge.net >_______________________________________________ >PyOpenGL-Users mailing list >PyO...@li... >https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > > -- _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |