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Computer rendering

Flying High: OpenGL from Python, Part 2

This is second in a series of articles about algorithmically generating geometry to drive OpenGL from Python. << Back to part 1 Last time we got as far as creating some instances of our super-simple Shape class, and having Glyph and Render classes convert those to arrays for OpenGL and render them. This time, we [...]

Flying High: Hobbyist OpenGL from Python

This is a transcript-from-memory (what I wish I’d said) of the talk I just gave at EuroPython 2010, for which I owe a debt of gratitude to Richard Jones for his last-minute moral support while wrestling with projectors and refresh rates; and to the whole team of hard-working volunteers, especially John Pinner & Richard Taylor, [...]

Loving EuroPython Tutorials

I’ve been loving the two days of tutorials preceding the EuroPython conference. This morning I attended Richard Jones‘ splendid Introduction to Game Programming. It was an absolute pleasure to be walked through the creation of an example game like this, using Python game libraries like pyglet and Cocos, by someone who really knows what he’s [...]

More OpenGL from Python

My talk, Flying High : Hobbyist OpenGL from Python, was accepted for EuroPython 2010, \o/. I don’t want to reveal the best bits of my talks, but to whet people’s appetite, this is some of what my initial preparation involved. One thing I’m keen on talking about is algorithmic generation of interesting geometry. This is [...]

OpenGL Draw API Visualised

To help me grok and remember the OpenGL 3.3 draw API, I drew them in a diagram. I hope this will help me see at a glance what I can and can’t achieve with each function call. I haven’t annotated any of the parameter types. These days I tend to be calling these functions from [...]

Sinister Redux

A few months ago, Glenn and Christian and Menno and myself created Sinister Ducks, a game with some quacking, for PyWeek 9, a contest to write a game in Python in a week. It plays a little like a simplified version of the arcade classic Joust – press fire to flap. When birds collide, the [...]

Use light-opacity RGBA to fix halo artifacts along edges of textures

This is a quick post in response to the Vimeo video post Getting Rid of White Halos in Transparent Textures by FlashBang Studios (creators of the awesome Offroad Velociraptor Safari). Thanks to FlashBang for the video – the fix you describe, and the plugins you use to achieve it, are good to know about. If [...]