Re: PyOpenGL-ctypes (3.0) on Mac OS X
"Mike C. Fletcher" <[email protected]>
| Newsgroups | gmane.comp.python.opengl.devel |
|---|---|
| Message-ID | <[email protected]> |
Josh Marshall wrote:
> Mike,
>
> I have commited updates to platform/__init__.py and darwin.py that
> fix up extension handling on OS X. All the tests involving extensions
> now seem to be working.
>
That's great! Blake was just asking me how he could help with OS X testing.
> I had to modify __init__.py with:
> > if sys.platform == 'darwin':
> > createExtensionFunction = createBaseFunction
>
> This is since OS X just includes all the extension functions straight
> in the library, so there is no need for the createExtensionFunction
> to be different.
>
That should be fine, but why not make the alias within the darwin.py
file? I'm trying (strongly) to avoid platform-specific code outside of
the particular platform's module, and this really seems like something
that's an "on this platform getting an extension function is the same as
getting a base function" item, rather than something that all platforms
need to know about.
> I think this should bring it up to parity with Linux and Win32. There
> seem to be some issues with some of the OpenGLContext demos, but the
> base functionality certainly works.
>
There are still some OpenGLContext demos that don't work on Linux
(AMD64), particularly the evaluators and nurbs seem to be messed up in
OpenGL-ctypes there for some reason, so if the majority of the demos are
working you may actually be *ahead* of the other two platforms.
> My next step is to start some testing with numpy arrays. Do you know
> of which other areas need to be worked on?
>
Numpy arrays should be fairly well handled (they're the default in most
cases). Once I figure out the nurbs and evaluator problems we're
probably good to go for a first packaged alpha release. We have a
number of extensions that will likely need custom coding, but the basic
structures should be there. Particularly ARB imaging and the shader
objects are things we'll want to have working properly if possible.
Marco is doing some work on the shader objects stuff, but it's still
going to want some love.
What we really need, though, is the testing and it's probably better to
just get the early release out and let people bang on it with their
code-bases. Let's try to get our first packaged alpha out this
weekend. I should have part of Sunday available to work on it.
Part of that early shakedown process is that I want to start collecting
user documentation for how to transition between PyOpenGL and
OpenGL-ctypes, there aren't a *lot* of differences, but there are some,
and we'll want to document those to make the transition easier. Things
which are really annoying to users we can look at providing
backwards-compatibility mechanisms for.
> Once the alpha is out, I presume it'll be released on the CheeseShop?
> I want to announce on the Mac Python and OpenGL lists, in order to
> get people banging on it, but as you say, it should be easy to
> install first.
>
We will be doing register calls against the CheeseShop. The goal is
eventually to have the whole system, including the dependencies capable
of being installed with a single line as:
easy_install my_cool_opengl_using_program
with OpenGL-ctypes, ctypes, Togl, numpy, etceteras all being pulled in
*as required* via setuptools dependency declarations. But to start off
with we'll just register ourselves with the CheeseShop. The .egg
versions should be fairly trivial to install (assuming the dependencies
(including setuptools) are in place). I haven't investigated yet to see
whether the Linux binary eggs are usable across machines, but anyway,
those will be for ancillary mechanisms (such as Togl) anyway. We'll
likely want to hack the ez_setup script a little (and maybe push those
changes back upstream) so that it's more reasonable about alternate
installation directories and the like.
Okay, I have to get back to paying work. Have fun,
Mike
--
________________________________________________
Mike C. Fletcher
Designer, VR Plumber, Coder
http://www.vrplumber.com
http://blog.vrplumber.com
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