Re: perltidy style?

2013-08-16 Thread Kartik Thakore
+1

On Wed, Aug 14, 2013 at 8:12 PM, Mason James m...@kohaaloha.com wrote:

 On 2013-08-15, at 5:47 AM, Kartik Thakore wrote:
 :p Mason, if you make a .pertidy I will use it. (I think people prefer 
 spaces to tabs, and methods are like_this_for_now )
 cool!, and yes to spaces and that style of method names too
 guys, before i commit that file - can we have a quick vote for a perltidy 
 style?
 (i don't want anyone to be forced to use a perl-style they are unhappy with)
 +1 for the original -nopro 'larry wall' style and -pbp 
 (--perl-best-practices) style, from me
 anyone else?
 On Wed, Aug 14, 2013 at 4:13 AM, Tobias Leich em...@froggs.de wrote:
 There is more than *one* style? :P
 
 Cheers, Tobias
 
 PS: I'd say the set style is the one used mainly in the code.
 
 Am 13.08.2013 15:08, schrieb Mason James:
  hi all
 
  has anyone discussed a preferred perltidy style for the project, yet?
 

Re: SDL2 + POGL2 + PDL confluence

2013-08-16 Thread Chris Marshall
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