Re: SDL2 + POGL2 + PDL confluence
[email protected] ("Kartik Thakore") Fri, 16 Aug 2013 08:46:24 -0700 (PDT)
| Newsgroups | perl.sdl.devel |
|---|---|
| Message-ID | <1376667983760.f335637e@Nodemailer> |
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I think it will with SDL=5FTexture.=C2=A0
=20=20=20=20
=20=20=20=20=20=20
=20=20=20=20
http://wiki.libsdl.org/moin.fcg/SDL=5FTexture
On Fri, Aug 16, 2013 at 9:37 AM, Chris Marshall <[email protected]>
wrote:
> On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore
> <[email protected]> wrote:
>>
>> I am definitely interested in helping with this. Perhaps we should make =
a
>> test module that tests just these integration.
>>
>> It will get latest branches of the 3 projects and run tests.
>>
>> What do you think=3F
> I'm glad to see the interest but most of the base work
> is still needing to be done as far as the OpenGL stuff.
> We need modern OpenGL support in POGL before a lot of
> the specific development can occur.
> However, one important piece that could be investigated
> is how we could make conversion between SDL2 objects
> and PDL objects work. Ideally we could have a fast
> conversion to take a piddle and use it for an SDL2 surface
> or texture or whatever and similarly for the other direction.
> Currently, the approach used for SDL is to create the PDL
> object with the right sized data segment and then pass that
> to SDL to make a surface from that. I'm not sure what would
> work for SDL2 stuff.
> --Chris
>> On Thu, Aug 15, 2013 at 1:11 PM, Chris Marshall <devel.chm.01@gmail.=
com>
>> 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>I think it will with SDL=5FTexture.=C2=A0</div>
<div>
<br></div>
<div>
<span style=3D=22font-family: '.HelveticaNeueUI'; font-size: 15px; =
line-height: 19px; white-space: nowrap; -webkit-tap-highlight-color: =
rgba(26, 26, 26, 0.296875); -webkit-composition-fill-color: rgba(175, 192, =
227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.=
230469); =22>http://wiki.libsdl.org/moin.fcg/SDL=5FTexture</span>
</div>
<br><br><div class=3D=22gmail=5Fquote=22><p>On Fri, Aug 16, 2013 at 9:37 =
AM, 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>On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore
<br><[email protected]> wrote:
<br>>
<br>> I am definitely interested in helping with this. Perhaps we should=
make a
<br>> test module that tests just these integration.
<br>>
<br>> It will get latest branches of the 3 projects and run tests.
<br>>
<br>> What do you think=3F
<br><br>I'm glad to see the interest but most of the base work
<br>is still needing to be done as far as the OpenGL stuff.
<br>We need modern OpenGL support in POGL before a lot of
<br>the specific development can occur.
<br><br>However, one important piece that could be investigated
<br>is how we could make conversion between SDL2 objects
<br>and PDL objects work. Ideally we could have a fast
<br>conversion to take a piddle and use it for an SDL2 surface
<br>or texture or whatever and similarly for the other direction.
<br><br>Currently, the approach used for SDL is to create the PDL
<br>object with the right sized data segment and then pass that
<br>to SDL to make a surface from that. I'm not sure what would
<br>work for SDL2 stuff.
<br><br>--Chris
<br><br>> On Thu, Aug 15, 2013 at 1:11 PM, Chris Marshall <devel.chm.=
[email protected]>
<br>> wrote:
<br>>>
<br>>> 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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