Re: SDL2 + POGL2 + PDL confluence
On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore thakore.kar...@gmail.com 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? 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...@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? :-) 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? Chris
Re: SDL 2.0.0 has finally been released
Are there any perl bindings to SDL2? The libsdl.org site only lists C#, Pascal, and Python. --Chris On Thu, Aug 15, 2013 at 9:08 AM, Kartik Thakore thakore.kar...@gmail.com wrote: Yeah all of them. Also smpeg was missing. On Wed, Aug 14, 2013 at 6:10 AM, kmx k...@volny.cz wrote: On 13.8.2013 22:24, Kartik Thakore wrote: Yeah read this! Hey kmx, anyway you can update the packs? or FROGGS If you mean urls in Alien::SDL2 - https://github.com/PerlGameDev/Alien-SDL2/blob/master/inc/My/Utility.pm#L58 - I can do it. Just SDL2_xxx packages or should I update also zlib, png, freetype ... to the latest versions? -- kmx
Re: SDL 2.0.0 has finally been released
The current POGL module uses XS functions for constant values. alias pointed out that that prevents the perl compiler from doing performance optimizations resulting bigger, slower code. For the current POGL2 work, I'm switching to use constants from the XS loader where the constant values are determined from the appropriate headers. It is a bit simpler for the case of OpenGL constants since their values are actually specified in the standard so getting them directly from there (via the GLEW sources) means I don't have to deal with platform-specific include file processing and parsing. A nice feature is that it is possible to have constants for features that may not be supported by your current runtime environment. The fact that they are visible at the perl/source layer is nice too. In the SDL2 case, couldn't Alien::SDL2 perform the constant determination (and even generation) for the bindings to use? --Chris On Thu, Aug 15, 2013 at 9:54 AM, Kartik Thakore thakore.kar...@gmail.com wrote: No problem. Btw do you have any comments on the new Constants.pm ? Using XS to load them instead of use constants? On Thu, Aug 15, 2013 at 9:53 AM, Chris Marshall devel.chm...@gmail.com wrote: Excellent, thanks for the link! --Chris On Thu, Aug 15, 2013 at 9:27 AM, Kartik Thakore thakore.kar...@gmail.com wrote: We are working on it: http://github.com/PerlGameDev/SDL2 On Thu, Aug 15, 2013 at 9:26 AM, Chris Marshall devel.chm...@gmail.com wrote: Are there any perl bindings to SDL2? The libsdl.org site only lists C#, Pascal, and Python. --Chris On Thu, Aug 15, 2013 at 9:08 AM, Kartik Thakore thakore.kar...@gmail.com wrote: Yeah all of them. Also smpeg was missing. On Wed, Aug 14, 2013 at 6:10 AM, kmx k...@volny.cz wrote: On 13.8.2013 22:24, Kartik Thakore wrote: Yeah read this! Hey kmx, anyway you can update the packs? or FROGGS If you mean urls in Alien::SDL2 - https://github.com/PerlGameDev/Alien-SDL2/blob/master/inc/My/Utility.pm#L58 - I can do it. Just SDL2_xxx packages or should I update also zlib, png, freetype ... to the latest versions? -- kmx
Re: [Perldl] PDL image to SDL::Surface
This was for Strawberry Perl on windows so the device should be whatever the default is for windows. If it needs X11, then the build probably did not configure correctly for the platform. It looks like libSDL does support windows and MinGW and the docs do not indicate that X11 is a prerequisite for that. --Chris On Mon, Sep 24, 2012 at 7:03 PM, Kartik Thakore thakore.kar...@gmail.com wrote: Can you select a videodriver for SDL by exporting SDL_VIDEODRIVER either fbcon or x11 may fix this. If not then your SDL were not compiled with X11 libs. Install those. On Mon, Sep 24, 2012 at 6:36 PM, Sisyphus sisyph...@optusnet.com.au wrote: - Original Message - From: Chris Marshall devel.chm...@gmail.com To: Kartik Thakore thakore.kar...@gmail.com Cc: Tobias Leich em...@froggs.de; sdl-devel sdl-devel@perl.org Sent: Tuesday, September 25, 2012 2:46 AM Subject: Re: [Perldl] PDL image to SDL::Surface Hi Kartik- I don't have a working SDL module install that I could check things out on. Hi guys, Chris, 'cpan -fi SDL' should install SDL-2.54 on your SPP. (You need force because a couple of the SDL tests fail.) During the 'perl build.pl' stage of Alien::SDL you'll be prompted to select which library package to install. I took option 1 because it was RECOMMENDED, though option 2 is probably more recent. I've run the demo at https://gist.github.com/3772701 but that just produces: C:\_32\pscrpt\pdlperl pdl2surface.pl No available video device at C:/_32/strawberry516/perl/site/lib/SDLx/App.pm line 123, DATA line 206. SDLx::App::new('SDLx::App', 'title', 'PDL and SDL aplication', 'width', 640, 'height', 640, 'eoq', 1, ...) called at pdl2surface.pl line 12 And same error for https://github.com/PerlGameDev/SDL_Manual/blob/master/code_listings/pdl.pl I don't know what needs to be done in order that a video device becomes available. (I'm probably not the sharpest tool in the shed to be using for this ;-) Cheers, Rob
Re: PDL image to SDL::Surface
On Mon, Sep 24, 2012 at 12:46 PM, Chris Marshall devel.chm...@gmail.com wrote: Hi Kartik- I don't have a working SDL module install that I could check things out on. The posted gist seemed like a regression of using direct PDL manipulation to read and copy the image data to an SDL surface. The pdl.pl example seemed ok to me until I tried looking at the latest XS code where it seemed that the SDL module doesn't not accept a packed string data as input to the surface from routines. Still don't have an SDL install but reviewing objects/Surface.xs a bit more it appears that the -get_pixels_ptr() does return a scalar perl reference to a PV with the string pointer being the pointer to the pixel data. However, the -new_from() method appears to assume the pixel pointer is actually poked into the RV slot of the dereferenced SV rather than the PV string. This seems inconsistent. --Chris On Mon, Sep 24, 2012 at 12:39 PM, Kartik Thakore thakore.kar...@gmail.com wrote: Whats wrong with https://github.com/PerlGameDev/SDL_Manual/blob/master/code_listings/pdl.pl ? On Mon, Sep 24, 2012 at 12:36 PM, Chris Marshall devel.chm...@gmail.com wrote: Looking back through the code to the original SDL_Perl I found version 2.0.5 which allows one to actually create an SDL surface from pixel data. More recent versions appear to copy the data and as far as I can tell, there is no way to directly create an SDL surface from external data. If that is the case (that SDL_CreateRGBSurfaceFrom is not accessible from the perl API), have you implemented another approach to achieve this? Regards, Chris On Mon, Sep 24, 2012 at 12:07 PM, Chris Marshall devel.chm...@gmail.com wrote: On Mon, Sep 24, 2012 at 10:41 AM, Tobias Leich em...@froggs.de wrote: Hi Chris, The performance is poor of course. I tried to use the piddle's pointer (-dataref or so) but it looks like it is not pointing to a usable memory area. $piddle-get_dataref returns a scalar reference to a perl PV whose string content _is_ the data block. You should be able to get the starting location for the pixel data (i.e., the string) via SvPV. It looks like there are more than 4 bytes per pixel, and libSDL can't handle that. Per the above, the get_dataref returns an RV to an Sv with the data in the string. It is just a contiguous block of memory. As far as I know, all the SDL memory buffers are just contiguous blocks of memory (ignoring variations due to stride, alignment,...) The pdl.pl example is working, I see colored squares. I don't know what the output should look like. I'm cc-ing our PDL mailing list in the hopes that someone with access to both PDL and SDL can give it a try. Is there a cygwin install of SDL and libSDL? I think we should need to improve our examples btw, there is not a single comment, thats bad. In the pdl.pl is a var $ref, which is never used. Thats a bit confusing. I think the ref is from a previous iteration in the code trying to get things working. Speaking of documentation, do you have any on the actual perl-libSDL bindings an data structures? Trying to read XS is not the simplest way to sort things out--- especially since I am far for an expert on some of the tricky XS technologies. --Chris Cheers, Tobias Am 24.09.2012 16:09, schrieb Chris Marshall: I took a look at the gist and it looks reasonable (I can't run it because I don't have the SDL module and lib installed on my system), however... I would expect the performance to be *very* poor since the image data is essentially being converted from packed byte data to a perl list and then poked a byte at a time into the SDL surface data. The better approach would be to wrap a PDL object (a.k.a. piddle) into an SDL surface. Then you could just lock, copy the data via a PDL direct assignment, unlock and use SDL. There is an examples/pdl.pl that shows how to do the wrapping. BUT, I took a look at the xs code and it appears that your SDL_Surface objects no longer use a packed-string representation for the SDL surface data. If that is the case, I would be surprised if the pdl.pl example works at all now. If someone could verify this, I would appreciate it. If that is the case, it should be straightforward to modify the SDL_CreateRGBSurfaceFrom routine to allow for a SvPV for pixel data as one alternative. Given the power of PDL for whole-image data manipulation, allowing for easy interoperability with the current SDL module would benefit both our user and developer communities. Regards, Chris On Sun, Sep 23, 2012 at 3:07 PM, Tobias Leich em...@froggs.de wrote: Hi, Andrei asked some days ago how to load an image via PDL and but it in a Surface to use it in SDL. The example is here: https://gist.github.com/3772701 I'll put that in the examples folder too. Cheers, Tobias
Re: PDL image to SDL::Surface
On Mon, Sep 24, 2012 at 10:41 AM, Tobias Leich em...@froggs.de wrote: Hi Chris, The performance is poor of course. I tried to use the piddle's pointer (-dataref or so) but it looks like it is not pointing to a usable memory area. $piddle-get_dataref returns a scalar reference to a perl PV whose string content _is_ the data block. You should be able to get the starting location for the pixel data (i.e., the string) via SvPV. It looks like there are more than 4 bytes per pixel, and libSDL can't handle that. Per the above, the get_dataref returns an RV to an Sv with the data in the string. It is just a contiguous block of memory. As far as I know, all the SDL memory buffers are just contiguous blocks of memory (ignoring variations due to stride, alignment,...) The pdl.pl example is working, I see colored squares. I don't know what the output should look like. I'm cc-ing our PDL mailing list in the hopes that someone with access to both PDL and SDL can give it a try. Is there a cygwin install of SDL and libSDL? I think we should need to improve our examples btw, there is not a single comment, thats bad. In the pdl.pl is a var $ref, which is never used. Thats a bit confusing. I think the ref is from a previous iteration in the code trying to get things working. Speaking of documentation, do you have any on the actual perl-libSDL bindings an data structures? Trying to read XS is not the simplest way to sort things out--- especially since I am far for an expert on some of the tricky XS technologies. --Chris Cheers, Tobias Am 24.09.2012 16:09, schrieb Chris Marshall: I took a look at the gist and it looks reasonable (I can't run it because I don't have the SDL module and lib installed on my system), however... I would expect the performance to be *very* poor since the image data is essentially being converted from packed byte data to a perl list and then poked a byte at a time into the SDL surface data. The better approach would be to wrap a PDL object (a.k.a. piddle) into an SDL surface. Then you could just lock, copy the data via a PDL direct assignment, unlock and use SDL. There is an examples/pdl.pl that shows how to do the wrapping. BUT, I took a look at the xs code and it appears that your SDL_Surface objects no longer use a packed-string representation for the SDL surface data. If that is the case, I would be surprised if the pdl.pl example works at all now. If someone could verify this, I would appreciate it. If that is the case, it should be straightforward to modify the SDL_CreateRGBSurfaceFrom routine to allow for a SvPV for pixel data as one alternative. Given the power of PDL for whole-image data manipulation, allowing for easy interoperability with the current SDL module would benefit both our user and developer communities. Regards, Chris On Sun, Sep 23, 2012 at 3:07 PM, Tobias Leich em...@froggs.de wrote: Hi, Andrei asked some days ago how to load an image via PDL and but it in a Surface to use it in SDL. The example is here: https://gist.github.com/3772701 I'll put that in the examples folder too. Cheers, Tobias
Re: PDL image to SDL::Surface
Looking back through the code to the original SDL_Perl I found version 2.0.5 which allows one to actually create an SDL surface from pixel data. More recent versions appear to copy the data and as far as I can tell, there is no way to directly create an SDL surface from external data. If that is the case (that SDL_CreateRGBSurfaceFrom is not accessible from the perl API), have you implemented another approach to achieve this? Regards, Chris On Mon, Sep 24, 2012 at 12:07 PM, Chris Marshall devel.chm...@gmail.com wrote: On Mon, Sep 24, 2012 at 10:41 AM, Tobias Leich em...@froggs.de wrote: Hi Chris, The performance is poor of course. I tried to use the piddle's pointer (-dataref or so) but it looks like it is not pointing to a usable memory area. $piddle-get_dataref returns a scalar reference to a perl PV whose string content _is_ the data block. You should be able to get the starting location for the pixel data (i.e., the string) via SvPV. It looks like there are more than 4 bytes per pixel, and libSDL can't handle that. Per the above, the get_dataref returns an RV to an Sv with the data in the string. It is just a contiguous block of memory. As far as I know, all the SDL memory buffers are just contiguous blocks of memory (ignoring variations due to stride, alignment,...) The pdl.pl example is working, I see colored squares. I don't know what the output should look like. I'm cc-ing our PDL mailing list in the hopes that someone with access to both PDL and SDL can give it a try. Is there a cygwin install of SDL and libSDL? I think we should need to improve our examples btw, there is not a single comment, thats bad. In the pdl.pl is a var $ref, which is never used. Thats a bit confusing. I think the ref is from a previous iteration in the code trying to get things working. Speaking of documentation, do you have any on the actual perl-libSDL bindings an data structures? Trying to read XS is not the simplest way to sort things out--- especially since I am far for an expert on some of the tricky XS technologies. --Chris Cheers, Tobias Am 24.09.2012 16:09, schrieb Chris Marshall: I took a look at the gist and it looks reasonable (I can't run it because I don't have the SDL module and lib installed on my system), however... I would expect the performance to be *very* poor since the image data is essentially being converted from packed byte data to a perl list and then poked a byte at a time into the SDL surface data. The better approach would be to wrap a PDL object (a.k.a. piddle) into an SDL surface. Then you could just lock, copy the data via a PDL direct assignment, unlock and use SDL. There is an examples/pdl.pl that shows how to do the wrapping. BUT, I took a look at the xs code and it appears that your SDL_Surface objects no longer use a packed-string representation for the SDL surface data. If that is the case, I would be surprised if the pdl.pl example works at all now. If someone could verify this, I would appreciate it. If that is the case, it should be straightforward to modify the SDL_CreateRGBSurfaceFrom routine to allow for a SvPV for pixel data as one alternative. Given the power of PDL for whole-image data manipulation, allowing for easy interoperability with the current SDL module would benefit both our user and developer communities. Regards, Chris On Sun, Sep 23, 2012 at 3:07 PM, Tobias Leich em...@froggs.de wrote: Hi, Andrei asked some days ago how to load an image via PDL and but it in a Surface to use it in SDL. The example is here: https://gist.github.com/3772701 I'll put that in the examples folder too. Cheers, Tobias
Re: PDL image to SDL::Surface
On Mon, Sep 24, 2012 at 12:35 PM, Tobias Leich em...@froggs.de wrote: Am 24.09.2012 18:07, schrieb Chris Marshall: On Mon, Sep 24, 2012 at 10:41 AM, Tobias Leich em...@froggs.de wrote: Hi Chris, The performance is poor of course. I tried to use the piddle's pointer (-dataref or so) but it looks like it is not pointing to a usable memory area. $piddle-get_dataref returns a scalar reference to a perl PV whose string content _is_ the data block. You should be able to get the starting location for the pixel data (i.e., the string) via SvPV. Okay, so we need to change the Surface's XS code to accept that. It looks like there are more than 4 bytes per pixel, and libSDL can't handle that. Per the above, the get_dataref returns an RV to an Sv with the data in the string. It is just a contiguous block of memory. As far as I know, all the SDL memory buffers are just contiguous blocks of memory (ignoring variations due to stride, alignment,...) The memory block is not the point. It matters how the pixels are stored in that block. LibSDL can use 1 to 4 bytes per Pixel. And we can tell it how a pixel looks like. If it is RGB or RGBA or ABGR or whatever. But it is important to know how the pixels are stored, since otherwise it might use the alpha channel for the red color. PDL supports arbitrary numbers of dimensions of data. All that we need to know is how SDL is treating the data so that an equivalent mapping is set up for processing on the PDL side. Speaking of documentation, do you have any on the actual perl-libSDL bindings an data structures? Trying to read XS is not the simplest way to sort things out--- especially since I am far for an expert on some of the tricky XS technologies. Thanks for the refs. --Chris Of course. for example: http://sdl.perl.org/documentation.html http://search.cpan.org/~jtpalmer/SDL-2.540/ https://github.com/PerlGameDev/SDL/tree/master/lib/pods --Chris Cheers, Tobias Am 24.09.2012 16:09, schrieb Chris Marshall: I took a look at the gist and it looks reasonable (I can't run it because I don't have the SDL module and lib installed on my system), however... I would expect the performance to be *very* poor since the image data is essentially being converted from packed byte data to a perl list and then poked a byte at a time into the SDL surface data. The better approach would be to wrap a PDL object (a.k.a. piddle) into an SDL surface. Then you could just lock, copy the data via a PDL direct assignment, unlock and use SDL. There is an examples/pdl.pl that shows how to do the wrapping. BUT, I took a look at the xs code and it appears that your SDL_Surface objects no longer use a packed-string representation for the SDL surface data. If that is the case, I would be surprised if the pdl.pl example works at all now. If someone could verify this, I would appreciate it. If that is the case, it should be straightforward to modify the SDL_CreateRGBSurfaceFrom routine to allow for a SvPV for pixel data as one alternative. Given the power of PDL for whole-image data manipulation, allowing for easy interoperability with the current SDL module would benefit both our user and developer communities. Regards, Chris On Sun, Sep 23, 2012 at 3:07 PM, Tobias Leich em...@froggs.de wrote: Hi, Andrei asked some days ago how to load an image via PDL and but it in a Surface to use it in SDL. The example is here: https://gist.github.com/3772701 I'll put that in the examples folder too. Cheers, Tobias
Re: PDL image to SDL::Surface
Hi Kartik- I don't have a working SDL module install that I could check things out on. The posted gist seemed like a regression of using direct PDL manipulation to read and copy the image data to an SDL surface. The pdl.pl example seemed ok to me until I tried looking at the latest XS code where it seemed that the SDL module doesn't not accept a packed string data as input to the surface from routines. --Chris On Mon, Sep 24, 2012 at 12:39 PM, Kartik Thakore thakore.kar...@gmail.com wrote: Whats wrong with https://github.com/PerlGameDev/SDL_Manual/blob/master/code_listings/pdl.pl ? On Mon, Sep 24, 2012 at 12:36 PM, Chris Marshall devel.chm...@gmail.com wrote: Looking back through the code to the original SDL_Perl I found version 2.0.5 which allows one to actually create an SDL surface from pixel data. More recent versions appear to copy the data and as far as I can tell, there is no way to directly create an SDL surface from external data. If that is the case (that SDL_CreateRGBSurfaceFrom is not accessible from the perl API), have you implemented another approach to achieve this? Regards, Chris On Mon, Sep 24, 2012 at 12:07 PM, Chris Marshall devel.chm...@gmail.com wrote: On Mon, Sep 24, 2012 at 10:41 AM, Tobias Leich em...@froggs.de wrote: Hi Chris, The performance is poor of course. I tried to use the piddle's pointer (-dataref or so) but it looks like it is not pointing to a usable memory area. $piddle-get_dataref returns a scalar reference to a perl PV whose string content _is_ the data block. You should be able to get the starting location for the pixel data (i.e., the string) via SvPV. It looks like there are more than 4 bytes per pixel, and libSDL can't handle that. Per the above, the get_dataref returns an RV to an Sv with the data in the string. It is just a contiguous block of memory. As far as I know, all the SDL memory buffers are just contiguous blocks of memory (ignoring variations due to stride, alignment,...) The pdl.pl example is working, I see colored squares. I don't know what the output should look like. I'm cc-ing our PDL mailing list in the hopes that someone with access to both PDL and SDL can give it a try. Is there a cygwin install of SDL and libSDL? I think we should need to improve our examples btw, there is not a single comment, thats bad. In the pdl.pl is a var $ref, which is never used. Thats a bit confusing. I think the ref is from a previous iteration in the code trying to get things working. Speaking of documentation, do you have any on the actual perl-libSDL bindings an data structures? Trying to read XS is not the simplest way to sort things out--- especially since I am far for an expert on some of the tricky XS technologies. --Chris Cheers, Tobias Am 24.09.2012 16:09, schrieb Chris Marshall: I took a look at the gist and it looks reasonable (I can't run it because I don't have the SDL module and lib installed on my system), however... I would expect the performance to be *very* poor since the image data is essentially being converted from packed byte data to a perl list and then poked a byte at a time into the SDL surface data. The better approach would be to wrap a PDL object (a.k.a. piddle) into an SDL surface. Then you could just lock, copy the data via a PDL direct assignment, unlock and use SDL. There is an examples/pdl.pl that shows how to do the wrapping. BUT, I took a look at the xs code and it appears that your SDL_Surface objects no longer use a packed-string representation for the SDL surface data. If that is the case, I would be surprised if the pdl.pl example works at all now. If someone could verify this, I would appreciate it. If that is the case, it should be straightforward to modify the SDL_CreateRGBSurfaceFrom routine to allow for a SvPV for pixel data as one alternative. Given the power of PDL for whole-image data manipulation, allowing for easy interoperability with the current SDL module would benefit both our user and developer communities. Regards, Chris On Sun, Sep 23, 2012 at 3:07 PM, Tobias Leich em...@froggs.de wrote: Hi, Andrei asked some days ago how to load an image via PDL and but it in a Surface to use it in SDL. The example is here: https://gist.github.com/3772701 I'll put that in the examples folder too. Cheers, Tobias
Perl OpenGL-0.65 released
Announcing the release of OpenGL-0.65 to CPAN and on the POGL sf.net project site: http://search.cpan.org/~chm/OpenGL-0.65/ http://sourceforge.net/projects/pogl/files This release includes a number of bugs fixed, build enhancements, and features added. It could not have happened without the contributions of Paul Seamons, Rob/Sisyphus, Dmitry Karasik, kmx, Kartik Thakore, and others. Thanks! Enjoy, Chris Marshall and the POGL developers ++ | OpenGL-0.65 ++ General Notes: * This is a point release for the Perl OpenGL module (POGL) with new features, bugs fixed and improved documentation. * OS/2 is no longer supported by POGL directly. Highlights: * Paul Seamons contributed full tessellation support, documentation for OpenGL::Tessellation, and a *major* set of fixes and POD for the existing OpenGL::Array module. * The cygwin build of POGL now supports either the native win32 platform drivers or the X11/GLX bindings (default). Use interface=w32api or interface=wgl as args to the perl Makefile.PL to select. NOTE: you have to pick one or the other. If you change, any dependencies such as PDL::Graphics::TriD will need to be recompiled. * The included FreeGLUT DLL has been upgraded to 2.6.0 thanks to Rob/sisyphus. * Prima::OpenGL has been released by Dmitry Karasik which adds support for Perl OpenGL to his cross-platform GUI toolkit in addition to bug fixes and code cleanup. Thanks, Dmitry! See http://search.cpan.org/~karasik/Prima-1.30/ for details.
Re: AW: Perl OpenGL Project
From a query to the SDL developers list, there appears to be a cygports version of SDL that uses gcc-4.3.4 and the X11 GLX instead of WGL. I haven't had a chance to try it but maybe it will resolve this issue as a binary install option: http://cygwin-ports.git.sourceforge.net/git/gitweb.cgi?p=cygwin-ports/SDL;a=tree Cheers, Chris On Mon, Jul 11, 2011 at 9:44 AM, Chris Marshall devel.chm...@gmail.com wrote: I took a look at compiling SDL by hand to see if I could figure out what is going on. It looks like the SDL build on cygwin using .configure assumes you'll want the native win32 build of SDL. As far as I can tell, the X11 version of SDL should work as well---we'll just have to rework the configure.in so it doesn't force win32 when all that perfectly good X11 stuff is already there... sigh. I'll put fixing the SDL configure.in to allow cygwin to build with X11 (as in *all* the other unix-ish systems) on the to do when I get around to it list. Thanks for taking a look at the problem. I think I can move forward with the SDL specific stuff on the native win32 perls (even though I would like to be able to run on cygwin as well). Cheers, Chris On Mon, Jul 11, 2011 at 9:34 AM, em...@froggs.de wrote: After setting the include and lib dirs right and patching SDL's configure and configure.in scripts to no set -mno-cygwin i was able to compile a bit. But this ends up with stuff like: ./src/thread/win32/SDL_systhread.c:98: error: ‘_beginthreadex’ undeclared See also: http://www.cygwin.com/ml/cygwin/2009-08/msg00280.html So now i'm trying to use mingw gcc. Zitat von chm devel.chm...@gmail.com: On 7/11/2011 1:46 AM, Tobias Leich wrote: What did you do to your cygwin system? Shouldn’t be 'gcc' cygwins gcc? Got a current cygwin? As I mentioned, the -mno-cygwin option has been removed from gcc (a.k.a. gcc-4) on cygwin now. If you wish to use the -mno-cygwin option, then the gcc-3 compiler needs to be explicitly requested. E.g., $ gcc -v Using built-in specs. Target: i686-pc-cygwin Configured with: /gnu/gcc/releases/respins/4.3.4-3a/gcc4-4.3.4-3/src/gcc-4.3.4/configure --srcdir=/gnu/gcc/releases/respins/4.3.4-3a/gcc4-4.3.4-3/src/gcc-4.3.4 --prefix=/usr --exec-prefix=/usr --bindir=/usr/bin --sbindir=/usr/sbin --libexecdir=/usr/lib --datadir=/usr/share --localstatedir=/var --sysconfdir=/etc --infodir=/usr/share/info --mandir=/usr/share/man --datadir=/usr/share --infodir=/usr/share/info --mandir=/usr/share/man -v --with-gmp=/usr --with-mpfr=/usr --enable-bootstrap --enable-version-specific-runtime-libs --with-slibdir=/usr/bin --libexecdir=/usr/lib --enable-static --enable-shared --enable-shared-libgcc --disable-__cxa_atexit --with-gnu-ld --with-gnu-as --with-dwarf2 --disable-sjlj-exceptions --enable-languages=ada,c,c++,fortran,java,objc,obj-c++ --disable-symvers --enable-libjava --program-suffix=-4 --enable-libgomp --enable-libssp --enable-libada --enable-threads=posix --with-arch=i686 --with-tune=generic --enable-libgcj-sublibs CC=gcc-4 CXX=g++-4 CC_FO R_TARGET=gcc-4 CXX_FOR_TARGET=g++-4 GNATMAKE_FOR_TARGET=gnatmake GNATBIND_FOR_TARGET=gnatbind --with-ecj-jar=/usr/share/java/ecj.jar Thread model: posix gcc version 4.3.4 20090804 (release) 1 (GCC) and $ gcc-3.exe -v Reading specs from /usr/lib/gcc/i686-pc-cygwin/3.4.4/specs Configured with: /managed/gcc-build/final-v3-bootstrap/gcc-3.4.4-999/configure --verbose --program-suffix=-3 --prefix=/usr --exec-prefix=/usr --sysconfdir=/etc --libdir=/usr/lib --libexecdir=/usr/lib --mandir=/usr/share/man --infodir=/usr/share/info --enable-languages=c,ada,c++,d,f77,pascal,java,objc --enable-nls --without-included-gettext --enable-version-specific-runtime-libs --without-x --enable-libgcj --disable-java-awt --with-system-zlib --enable-interpreter --disable-libgcj-debug --enable-threads=posix --enable-java-gc=boehm --disable-win32-registry --enable-sjlj-exceptions --enable-hash-synchronization --enable-libstdcxx-debug Thread model: posix gcc version 3.4.4 (cygming special, gdc 0.12, using dmd 0.125) The default compiler in current cygwin installs is gcc-4 which is the difference. Does SDL not build on cygwin as an X11+unix platform? --Chris -Ursprüngliche Nachricht- Von: chm [mailto:devel.chm...@gmail.com] Gesendet: Montag, 11. Juli 2011 03:24 An: Tobias Leich Betreff: Re: Perl OpenGL Project Same problem: configure:27759: result: no configure:27764: error: *** Your compiler (gcc) does not produce Win32 executables! I think the normal cygwin gcc + X11 version of SDL stands the best chance. Cheers, Chris On 7/10/2011 6:19 PM, chm wrote: I'll give the zipball a try. I just installed SDL on a strawberry perl portable 5.12.3 install so that looks good to go. I'll have to verify that it works but all tests pass... Cheers, Chris On 7/10/2011 5:59 PM, chm wrote: On 7/10/2011 5:15 PM, Tobias Leich wrote: I am
Re: Perl OpenGL Project
A quick SDL heads up: the Prima::OpenGL strawman implementation is now working with POGL on cygwin using the native WGL OpenGL drivers. For project goal #3 below, I'll be trying to get SDL installed on cygwin so that I can try using it with POGL for the OpenGL drawing. Anyone already using SDL + POGL on cygwin (with the Mesa+GLX rendering)? Does SDL installation on cygwin use the X11+GLX framework or the win32+WGL one---as in any bumps I can expect ahead? Thanks much, Chris On Sun, Jul 3, 2011 at 4:44 PM, Kartik Thakore thakore.kar...@gmail.com wrote: Hi Chris, I am interested in helping out! Any bugs I can tackle I will take. I am also hoping to look at using some of the P5NCI optimizations chromatic was talking about but I will wait for a while and learn the code base so far. P.S. It would be appreciated if you CC'd the sdl-devel@perl.org list. We have several ppl on that list that are interested in this project Kartik On Sun, 2011-07-03 at 14:25 -0400, chm wrote: Announcing the new Perl OpenGL project site at sourceforge.net. A read-only git access is at git://pogl.git.sourceforge.net/gitroot/pogl/pogl I plan on updating the plan going forward but the immediate goals are: (1) Continue work with Dmitry Karasik to resolve win32 and cygwin build issues for his new Prima::OpenGL module at http://github.com/dk/Prima-OpenGL (2) Refactor the perl API bindings to OpenGL to use GLEW rather than rolling our own. That should allow for an immediate bump in OpenGL support to version 4.x. (3) Refactor the GUI/system inteface in OpenGL to be more platform *and* GUI toolkit portable. The current FreeGLUT default is very portable but abstracting the needed interface should allow it to be provided by *any* GUI library. This is already getting started (surprisingly quickly) in #1. (4) Replace platform OpenGL library detection in the Makefile.PL by an Alien::OpenGL or such approach. Maybe Alien::GLEW would be better here. (5) Move from EU::MM to Module::Build to reduce platform specific shell and make issues. If you are interested in participating, please contact me via email or through the sf.net project page links at http://sourceforge.net/projects/pogl/develop Thanks! Chris -- Kartik Thakore thakore.kar...@gmail.com
Re: [Pdl-porters] Interfacing SDL Surface with a piddle
On 6/27/2010 12:18 PM, Kartik Thakore wrote: This is a good idea. How do I make a piddle of bytes 4 * $width * $height ? At least you would have all the surface and piddle data in the same spot which seems to be your difficulty here This might be easier indeed, thanks. PDL $width = 640; PDL $height = 480; PDL $piddle = zeroes(byte,4,$width,$height); PDL ?vars PDL variables in package main:: Name Type Dimension Flow State Mem $piddleByte D [4,640,480] P1.17Mb
Re: [Pdl-porters] Interfacing SDL Surface with a piddle
On 6/27/2010 10:59 AM, Kartik Thakore wrote: Hi Ok I looked at get_dataref. But I still don't understand why the surface-pixels is swaped out when a piddle is written. Both of the Devel::Peek for the get_dataref and surface-get_pixels is the exact same. get_dataref is a perl reference to the data section of the piddle. The surface-pixels is just a pointer to the pixel data. I see no copying of data in the code so it doesn't seem like they should be the same. I notice on the page you reference for the XS stuff that there is a surface_new_from routine. Have you tried creating a piddle of data the size and structure of the surface and then creating the desired surface from that? At least you would have all the surface and piddle data in the same spot which seems to be your difficulty here. --Chris On Sun, Jun 27, 2010 at 1:32 AM, Chris Marshall c...@alum.mit.edu mailto:c...@alum.mit.edu wrote: On 6/26/2010 10:49 PM, Kartik Thakore wrote: Right but where is the piddle xs code? It is in Basic/Core in the PDL directory. The piddle data is in the string of the perl scalar. That way it gets the advantage of the perl memory allocation/freeing... --Chris On Sat, Jun 26, 2010 at 10:35 PM, Chris Marshall c...@alum.mit.edu mailto:c...@alum.mit.edu mailto:c...@alum.mit.edu mailto:c...@alum.mit.edu wrote: On 6/26/2010 10:10 PM, Kartik Thakore wrote: What SV_type is getdata_ref using? where can I find that? You can get a copy of the PDL source from CPAN and that should explain things. --Chris No virus found in this incoming message. Checked by AVG - www.avg.com http://www.avg.com Version: 9.0.830 / Virus Database: 271.1.1/2964 - Release Date: 06/26/10 02:35:00 No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.830 / Virus Database: 271.1.1/2966 - Release Date: 06/27/10 02:35:00