Hi Benjamin,

That makes sense. Thank you for taking a look at ratcave!

Best wishes,

Nick

On Jul 11, 2017 10:24 AM, "Benjamin Moran" <[email protected]> wrote:

As a follow up Nick,

You've recreated a lot of things that will potentially end up in pyglet
core at some point. This is more related to the other thread about an
eventual move of the pyglet codebase to GL3+. It looks like we can leverage
most of the existing pyglet.graphics module when we move forward with that,
so it makes sense for the Model framework to use the existing API for a
start.

I see that you've written a nice obj loader, which is a lot cleaner than
the quick one I've hacked together :)




On Thursday, July 6, 2017 at 11:36:19 PM UTC+9, Nick Del Grosso wrote:

> Hi Benjamin,
>
> Thank you for the compliment!
>
> Best wishes,
> NIck
>
> On Thu, Jun 29, 2017 at 9:06 AM, Benjamin Moran <[email protected]>
> wrote:
>
>> Hi Nick,
>>
>> I was browsing through your code, and it looks like a nice project.
>>
>>
>>
>> On Wednesday, June 28, 2017 at 5:35:32 PM UTC+9, Nick Del Grosso wrote:
>>>
>>> Hi all,
>>>
>>> The ratcave package I wrote (https://github.com/neuroneuro15/ratcave)
>>> and use in my virtual reality research is exactly this.
>>>
>>> Documentation and Tutorials:  http://ratcave.readthedocs.io
>>> /en/latest/introduction.html#features
>>>
>>> Best wishes,
>>>
>>> Nick
>>>
>>> On Mon, Jun 19, 2017 at 4:29 AM, Benjamin Moran <[email protected]>
>>> wrote:
>>>
>>>> I still plan on merging in the basic framework for Models, but first
>>>> I'm going over Steve's work on the documentation.
>>>>
>>>> Regarding loading the files, I realize we'll have to do something
>>>> regarding binary versus ascii formats. My initial thinking is that we
>>>> should default to loading as binary for everything, and just decode to
>>>> ascii inside the ModelDecoders if necessary. This would prevent a bit of
>>>> waste inside the load and resource methods.
>>>>
>>>>
>>>>
>>>> On Friday, June 9, 2017 at 12:46:36 AM UTC+9, Benjamin Moran wrote:
>>>>>
>>>>> Other modules support loading resources from either a file object or
>>>>> just a filename, which the model one does as well.
>>>>>
>>>>> The obj codec (so far) uses the os module to find the base path of the
>>>>> file object, and locates the other material and image files that way.
>>>>>
>>>>> There might be some hiccups that will pop up once trying to use the
>>>>> resource module, but nothing we can't solve. Any suggestions welcome, as
>>>>> always.
>>>>>
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