[Edu-sig] re: intro

Dethe Elza delza@blastradius.com
Thu, 12 Jun 2003 09:01:33 -0700


Mike C. Fletcher wrote:

> I've been thinking about creating wrapper prototypes to provide the 
> equivalent of the VPython environment as part of the OpenGLContext 
> 2.0.0 beta process (the goal being, in switching to the scenegraph 
> model, to provide all the nice features, such as transparency, 
> culling, geometry-loading, and textures that are available in your 
> average scenegraph engine).

Wow, this sounds like exactly what I've been looking for!  Three 
questions:  When will it exist?  Will it compile on OS X?  What's a 
good entry point for learning OpenGLContext?

I haven't been very vocal about this in the past, because 3D work is 
very much hobby stuff for me and I haven't had a lot of time for 
hobbies, but I would be willing to beta test and provide feedback on OS 
X if it provides the features you describe.

> Most of the complexity seems to be in providing the various controls 
> (sliders, toggles, labels, etceteras), and in mapping the less 
> rigorous scenegraph model (e.g. no separation for geometry, texture 
> and material) into the more rigorous one.  Similarly, mapping the 
> synchronous interaction mechanisms of VPython to the 
> callback/asynchronous mode of OpenGLContext will take some effort.

A lot of VPython's complexity appear (to me) to be in providing it's 
own windowing code for each platform and handling threading issues.  
These two things kept me from porting it to run natively on OS X.  
Also, from the VPython list I gather their code organized in such a way 
that adding textures or transparency would be a major overhaul.  Guess 
which 3 things top my wishlist for VPython or a VPython workalike?

> PyOSG is another approach someone might take that might be more 
> useful, as it includes scene-sorting (and has more than one 
> developer's efforts available).  It's targeted at being used (rather 
> than at being a source of demo-code), so it would probably provide a 
> better long-term platform for development.

Is this a serious recommendation to avoid OpenGLContext? What are the 
tradeoffs?

> Anyway, just thinking out loud.  Have fun all,

Please keep thinking out loud.  In fact, think louder.

--Dethe