Horde3D

Next-Generation Graphics Engine
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 Post subject: Re: Python wrapper
PostPosted: 08.12.2009, 18:51 
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SpOOky wrote:
I use x64 builds of Horde3D on Windows. If you want i can give you the binaries. :)
Hi, again an [very] off topic question :) Is there any advantage over the x86 build of Horde3D? Because x64 only doubles the general purpose and SIMD registers [8 SIMD registers in 32bit mode -> 16 SIMD registers in 64bit mode] and gives the ability to address more than 3.25GB of memory. Just wanted to know is there any noticeable change? I'm not anti x64 :wink:


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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 03:25 
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Joined: 15.02.2009, 02:13
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Location: Sydney Australia
SpOOky wrote:
I also had in the works updating the bindings to beta4. Guess you beat me to it :P

I use x64 builds of Horde3D on Windows. If you want i can give you the binaries. :)


That would be really nice SpOOky thanks! At the moment I'm trying to work out if I want to use the 64-bit compiler which comes with the windows SDK installer (and how to link it with qtcreator) or use mingw-w64.

Siavash wrote:
Hi, again an very off topic question :) Is there any advantage over the x86 build of Horde3D? Because x64 only doubles the general purpose and SIMD registers [8 SIMD registers in 32bit mode -> 16 SIMD registers in 64bit mode] and gives the ability to address more than 3.25GB of memory. Just wanted to know is there any noticeable change? I'm not anti x64 :wink:


The advantage for me is so I can run it in the maya 64-bit python interpreter, I wanted an easy way to link the maya API with horde... So far I've been running it in vanilla python 2.6.4 32-bit from python.org using the horde3d libs I compiled from mingw32/qtcreator. Python ctypes doesn't let me mix 32-bit libs with 64-bit python for obvious reasons :P

While I'm on the subject I did a small test and found that the 32-bit libs I generated from the community branch using mingw32 works with the python bindings perfectly but the precompiled libs I used from the beta4 package have a problem displaying anything except for the horde3d logo at the bottom, hmm..... *shrugs*

-Alex

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 05:00 
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Joined: 21.08.2008, 11:44
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Hi Alex, thanks a bunch for help and good luck with your project :wink:


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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 08:08 
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Joined: 05.03.2007, 19:38
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Location: Romania
These are built against the official svn (rev 202) with msvc9 and cmake2.8.0 on win7 x64. No extensions.


Attachments:
bins.zip [267.54 KiB]
Downloaded 1150 times

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 09:44 
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Joined: 15.02.2009, 02:13
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Location: Sydney Australia
Thanks for the kind words Siavash!

SpOOky cheers for the dll's!

Now I would like to have the chance to complain and moan about how much I dislike pyglet, it seems that it is incompatible with 64-bit python on windows now, let alone my laptop with radeon graphics on ubuntu :( I always seem to be running on the platforms or hardware which aren't supported, silly me!

Now either I install 32-bit maya or I replace pyglet with something else, like SFML with its python bindings.....

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 13:36 
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Joined: 22.11.2007, 17:05
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Location: Boston, MA
MistaED wrote:
Now I would like to have the chance to complain and moan about how much I dislike pyglet, it seems that it is incompatible with 64-bit python on windows now, let alone my laptop with radeon graphics on ubuntu :( I always seem to be running on the platforms or hardware which aren't supported, silly me!
Pyglet should run fine with 64-bit python, and it certainly runs on Ubuntu/Radeon. Either way, post crash logs, etc. to the pyglet mailing list, and we might have some suggestions for you.

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 16:42 
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Because I am using python 3.1 x64 and there aren't any pyglet packages for it (from what i figured pyglet is incompatible with python 3.1) I have searched for alternatives.
I came across pyopengl, but I haven't really tested it, except for initializing the module in the interpreter.

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 18:07 
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SpOOky wrote:
Because I am using python 3.1 x64 and there aren't any pyglet packages for it (from what i figured pyglet is incompatible with python 3.1) I have searched for alternatives.
Python 3+ is still considered highly experimental by most :)
I expect pyglet will receive a port once there starts to be a decent level of demand.
Quote:
I came across pyopengl, but I haven't really tested it, except for initializing the module in the interpreter.
They use roughly the same generator for the OpenGL bindings as Pyglet, so switching between the two shouldn't be a problem. PyOpenGL doesn't provide very much in the way of windowing support though...

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 18:39 
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I was happy with the basic functionality that came with GLUT (built into pyopengl).

There has been talk about writing our own framework that would replace GLFW(lite). We could wrap that.

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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 20:59 
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Joined: 10.09.2006, 15:52
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Siavash wrote:
Hi, again an [very] off topic question :) Is there any advantage over the x86 build of Horde3D? Because x64 only doubles the general purpose and SIMD registers [8 SIMD registers in 32bit mode -> 16 SIMD registers in 64bit mode] and gives the ability to address more than 3.25GB of memory. Just wanted to know is there any noticeable change? I'm not anti x64 :wink:

64 bit is not automatically a win since the pointers have twice the size (8 bytes instead of 4) which will result in more cache misses.


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 Post subject: Re: Python wrapper
PostPosted: 09.12.2009, 22:44 
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marciano wrote:
64 bit is not automatically a win since the pointers have twice the size (8 bytes instead of 4) which will result in more cache misses.
This is why I love your coding style, there is a reason behind everything :)


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 Post subject: Re: Python wrapper
PostPosted: 10.12.2009, 00:47 
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Joined: 08.11.2006, 03:10
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swiftcoder wrote:
I expect pyglet will receive a port once there starts to be a decent level of demand.
AFAIK, the main author of pyglet isn't working on it much any more since become a professional game programmer. The rest of the community is still developing it and packaging up releases by themselves though.


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 Post subject: Re: Python wrapper
PostPosted: 10.12.2009, 00:59 
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DarkAngel wrote:
AFAIK, the main author of pyglet isn't working on it much any more since become a professional game programmer. The rest of the community is still developing it and packaging up releases by themselves though.
I am one of those community developers ;)

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 Post subject: Re: Python wrapper
PostPosted: 10.12.2009, 04:45 
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Ok for some reason today when I import plain pyglet.gl from the python 2.6.4 command line (ubuntu 9.10 default) it doesn't instant segfault for me! Restarts work wonders even for linux I guess...

Anyway, the pyglet test files work fine today so that's good! Importing horde3d works but I have a funny feeling perhaps the lib I built on ubuntu using cmake is in a debug mode or has a compile flag which python ctypes doesn't like? The moment I start to send commands to the lib it segfaults. How is the default cmake setup, can I change it to build the libs in release mode?

Also getting back to running pyglet in a 64-bit windows and python environment, I just get this and from some rudimentary searching on google apparently pyglet needs some work to port over http://code.google.com/p/pyglet/issues/detail?id=396

Code:
Python 2.6.4 (r264:75708, Oct 26 2009, 07:36:50) [MSC v.1500 64 bit (AMD64)] on
win32
Type "help", "copyright", "credits" or "license" for more information.
>>> import pyglet
>>> import pyglet.gl
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "C:\Python26\lib\site-packages\pyglet\gl\__init__.py", line 507, in <modu
le>
    import pyglet.window
  File "C:\Python26\lib\site-packages\pyglet\window\__init__.py", line 1682, in
<module>
    gl._create_shadow_window()
  File "C:\Python26\lib\site-packages\pyglet\gl\__init__.py", line 491, in _crea
te_shadow_window
    _shadow_window = Window(width=1, height=1, visible=False)
  File "C:\Python26\lib\site-packages\pyglet\window\win32\__init__.py", line 423
, in __init__
    super(Win32Window, self).__init__(*args, **kwargs)
  File "C:\Python26\lib\site-packages\pyglet\window\__init__.py", line 641, in _
_init__
    raise NoSuchConfigException('No standard config is available.')
pyglet.window.NoSuchConfigException: No standard config is available.
>>>


Thanks all for the help!
-Alex

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 Post subject: Re: Python wrapper
PostPosted: 03.03.2010, 18:05 
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Joined: 14.04.2008, 15:06
Posts: 183
Location: Germany
I had some free time to update the Python bindings (core, utils, terrain) and the samples. They should now work with community svn r386.

Regarding the pyglet discussion: My Python bindings do not depend on pyglet, only the samples. You can also use pygame or any other library which opens an opengl window for you.


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