Hi all,
Are there any ongoing project for GSOC 2013 ? I would like to propose something
around a GL backend but I'm not still sure OpenGL "philosophy" is compatible
with current matplotlib design and any project would require co-mentoring with
a matplotlib devel guru. There is a lot of experi
> I'm trying to compile your examples, but it seems perhaps you forget to
include a file
Sorry, you can find pixel_formats.h in the examples directory. I have a
mirror of agg here:
https://github.com/pelson/antigrain/tree/master/agg-2.4/examples
My compile steps are:
export AGG_DIR=
g++ -c -O3
On 6 March 2013 19:10, Chris Barker - NOAA Federal wrote:
> """
> Qhull does not support triangulation of non-convex surfaces, mesh
> generation of non-convex objects, ... or constrained Delaunay
> triangulations
> """
> these are key to my needs, but are they for MPL?
>
No, all we need is a drop
Amit,
On 6 March 2013 20:20, Amit Aronovitch wrote:
> So, "working"/"not working" test (possibly including some time
> measurements) I can do on a fairly short notice.
> Producing some more examples that fail with the current code might require
> several hours of work, so would probably get dela
I'm not aware of any discussion about participating in GSoC this year,
though I am open to the idea. I was involved as a mentor a few years
ago, but I wasn't terribly involved in the administrative side, so I
don't know what's involved. I think then we did it under the umbrella
of the PSF.
I
Indeed, you analyzed/explained the overall situation very well in your blog
post: http://mdboom.github.com/blog/2012/08/06/matplotlib-client-side/
OpenGL can make things very fast as long as there is not too many transfer
between CPU/GPU memory. Once the data is within the GPU, most transform
Ah, yes. I forgot that my issues with trying to do rendering in the
browser shared some similarities here.
When I did the last major backend refactoring (which is coming on 6
years ago now), I considered exactly this, which is why draw_path takes
both a path object (which is unlikely to change
On Thu, Mar 7, 2013 at 10:12 AM, Michael Droettboom wrote:
> Ah, yes. I forgot that my issues with trying to do rendering in the
> browser shared some similarities here.
>
> When I did the last major backend refactoring (which is coming on 6
> years ago now), I considered exactly this, which is
On Thu, Mar 7, 2013 at 9:24 AM, Benjamin Root wrote:
>
>
> On Thu, Mar 7, 2013 at 10:12 AM, Michael Droettboom wrote:
>>
>> Ah, yes. I forgot that my issues with trying to do rendering in the
>> browser shared some similarities here.
>>
>> When I did the last major backend refactoring (which is
On 03/07/2013 12:45 PM, Damon McDougall wrote:
> I'm really lost when it comes to how to could optimise our rendering,
> especially with text rendering being extremely slow at present.
Let's put some benchmarks together for this. There's a lot of
optimizations to the text rendering in the Agg b
We've finally squashed all of the bugs slated for 1.2.1, so I have
tagged a 1.2.1rc1 for testing. This is a bugfix release, and improves
on the overall quality of 1.2.0. Thanks to everyone who worked hard to
fix a multitude of papercuts. I'll provide a more detailed list of
changes in the an
On Thu, Mar 7, 2013 at 1:30 PM, Michael Droettboom wrote:
> Packagers: I don't expect a lot of glitches as nothing significant has
> changed about the build since 1.2.0, but now is the best time to try to
> build for your various packaging systems and report back any problems.
Ryan, if you're out
On 3/7/2013 11:30 AM, Michael Droettboom wrote:
> We've finally squashed all of the bugs slated for 1.2.1, so I have
> tagged a 1.2.1rc1 for testing. This is a bugfix release, and improves
> on the overall quality of 1.2.0. Thanks to everyone who worked hard to
> fix a multitude of papercuts. I'
In article <5138eaf1.7040...@stsci.edu>,
Michael Droettboom
wrote:
> We've finally squashed all of the bugs slated for 1.2.1, so I have
> tagged a 1.2.1rc1 for testing. This is a bugfix release, and improves
> on the overall quality of 1.2.0. Thanks to everyone who worked hard to
> fix a
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