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 Continue reading Use light-opacity RGBA to fix halo artifacts along edges of textures
by Randi J. Rost. I’ve had a passing interest in computer graphics for years, but had avoided the technology of shaders these last few years, thinking that they were just another layer of complexity which I didn’t need to embark Continue reading Opengl Shading Language
by Edward R. Tufte (1990) In much the same vein as Tufte’s The Visual Display of Quantitative Information, and displaying the same calibre of deeply incisive common-sense that cuts to the heart of all that’s right and wrong about the Continue reading Envisioning Information
Written by none other than the OpenGL architecture review board themselves, this is the de facto starting point for anyone learning how to write programs to draw computer graphics using the OpenGL graphics API. As such, the entire breadth of Continue reading OpenGL Programming Guide, 6th ed.
I’m excited to be giving a talk at PyCon UK next weekend about creating OpenGL programs in Python, using the graphics and games library pyglet. I’m still working feverishly on the presentation. This post is to be a permanent URL Continue reading Stretching pyglet’s Wings
I’ve been trying to create a simple acceptance test for a pyglet application. A thorough suite of acceptance tests, verifying the correctness of all the shapes drawn to the screen by OpenGL, sounds like far more work than I want Continue reading Acceptance testing a pyglet application
Everyone today is abuzz with the ‘release early, release often’ sentiment, so I’ve decided to get in the spirit and upload the first iteration of ‘Sole Scion’, my summertime sabbatical game project. Version 0.1 merely bounces some circles off an Continue reading Sole Scion project v0.1 : A 2D rigid-body Python game