Re: SDL2 + POGL2 + PDL confluence
[email protected] ("Kartik Thakore") Thu, 15 Aug 2013 15:05:02 -0700 (PDT)
| Newsgroups | perl.sdl.devel |
|---|---|
| Message-ID | <1376604301826.9f197bcb@Nodemailer> |
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Hey Chris,
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I am definitely interested in helping with this. Perhaps we should make=
a test module that tests just these integration.
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It will get latest branches of the 3 projects and run tests.
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What do you think=3F
On Thu, Aug 15, 2013 at 1:11 PM, Chris Marshall <[email protected]>
wrote:
> PDL/SDL/OpenGL users-
> With the recently announced SDL2 release and in-progress work
> to provide perl bindings for the same, I wanted to share my
> thoughts for leveraging joint capabilities of these three
> modules with a couple of specific points.
> 1) SDL2 brings integrated hardware acceleration via Direct3D and/or
> OpenGL to both 2D and 3D graphics. This offers the possiblity
> of using modern OpenGL API features like renderbuffers for
> computation and display.
> 2) PDL provides a high level array computation language that
> can be used as a back-end engine for SDL applications and
> visualization. The PDL::Graphics::TriD currently uses
> the OpenGL-1.x fixed pipeline interface.
> 3) Perl OpenGL currently supports the original fixed-pipeline
> display process of OpenGL-1.x and some 2.x functionality.
> Work is underway to update the support to modern OpenGL
> APIs such as OpenGL-3.x, OpenGLES,...
> The common thread here is OpenGL, and I think that by updating
> the OpenGL use and interfaces to the modern programmable display
> pipeline we can generate significant synergy between the
> projects:
> 1) Update Perl OpenGL to modern OpenGL (In progress by slowed
> by the fact that my development time is spread too thin.
> Am I the only one with a whole slew of projects for which
> I know *exactly* what and how to do them but not having
> the time to execute=3F :-)
> 2) Refactor PDL::Graphics::TriD to use modern OpenGL for
> display rather than the fixed-function pipeline of OpenGL
> API 1.x.
> 3) Update PDL to support (simply) the use of arbitrary
> sources of data (e.g., I'm thinking framebuffer and
> renderbuffer objects but deliberately being more
> general since I could also imagine some sort of
> generator that could act like a piddle for computation
> with PDL).
> 4) Add GPGPU support to PDL computation.
> 5) Add support to the perl SDL2 interface to allow easy
> mix and match operation with PDL for computation, IO,
> and visualization. I could see PDL+GPGPU computing
> working well with realtime game or display computations.
> Well, the above ideas have a some hand waving to make them
> happen, but I think the pieces are there.
> Comments=3F
> Chris
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<div>Hey Chris,</div>
<div>
<br></div>
<div>I am definitely interested in helping with this. Perhaps we should=
make a test module that tests just these integration.</div>
<div>
<br></div>
<div>It will get latest branches of the 3 projects and run tests.=
</div>
<div>
<br></div>
<div>What do you think=3F</div>
<br><br><div class=3D=22gmail=5Fquote=22><p>On Thu, Aug 15, 2013 at 1:11 =
PM, Chris Marshall <span dir=3D=22ltr=22><<a href=3D=22mailto:devel.chm.=
[email protected]=22 target=3D=22=5Fblank=22>devel.chm.01@gmail.=
com</a>></span> wrote:<br></p><blockquote class=3D=22gmail=5Fquote=22 =
style=3D=22margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;=
=22><p>PDL/SDL/OpenGL users-
<br><br>With the recently announced SDL2 release and in-progress work
<br>to provide perl bindings for the same, I wanted to share my
<br>thoughts for leveraging joint capabilities of these three
<br>modules with a couple of specific points.
<br><br>1) SDL2 brings integrated hardware acceleration via Direct3D =
and/or
<br> OpenGL to both 2D and 3D graphics. This offers the possiblity
<br> of using modern OpenGL API features like renderbuffers for
<br> computation and display.
<br><br>2) PDL provides a high level array computation language that
<br> can be used as a back-end engine for SDL applications and
<br> visualization. The PDL::Graphics::TriD currently uses
<br> the OpenGL-1.x fixed pipeline interface.
<br><br>3) Perl OpenGL currently supports the original fixed-pipeline
<br> display process of OpenGL-1.x and some 2.x functionality.
<br> Work is underway to update the support to modern OpenGL
<br> APIs such as OpenGL-3.x, OpenGLES,...
<br><br>The common thread here is OpenGL, and I think that by updating
<br>the OpenGL use and interfaces to the modern programmable display
<br>pipeline we can generate significant synergy between the
<br>projects:
<br><br>1) Update Perl OpenGL to modern OpenGL (In progress by slowed
<br> by the fact that my development time is spread too thin.
<br> Am I the only one with a whole slew of projects for which
<br> I know *exactly* what and how to do them but not having
<br> the time to execute=3F :-)
<br><br>2) Refactor PDL::Graphics::TriD to use modern OpenGL for
<br> display rather than the fixed-function pipeline of OpenGL
<br> API 1.x.
<br><br>3) Update PDL to support (simply) the use of arbitrary
<br> sources of data (e.g., I'm thinking framebuffer and
<br> renderbuffer objects but deliberately being more
<br> general since I could also imagine some sort of
<br> generator that could act like a piddle for computation
<br> with PDL).
<br><br>4) Add GPGPU support to PDL computation.
<br><br>5) Add support to the perl SDL2 interface to allow easy
<br> mix and match operation with PDL for computation, IO,
<br> and visualization. I could see PDL+GPGPU computing
<br> working well with realtime game or display computations.
<br><br>Well, the above ideas have a some hand waving to make them
<br>happen, but I think the pieces are there.
<br><br>Comments=3F
<br>Chris
<br></p></blockquote></div><br>
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