Re: SDL 2.0.0 has finally been released

2013-08-15 Thread Kartik Thakore
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#L58https://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

2013-08-15 Thread Chris Marshall
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

2013-08-15 Thread Chris Marshall
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: SDL 2.0.0 has finally been released

2013-08-15 Thread Kartik Thakore
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.comwrote:

 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: SDL 2.0.0 has finally been released

2013-08-15 Thread Chris Marshall
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
  
  
 
 




SDL2 + POGL2 + PDL confluence

2013-08-15 Thread Chris Marshall
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: SDL2 + POGL2 + PDL confluence

2013-08-15 Thread Kartik Thakore
Hey Chris,


  


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?

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