Moving to pygame and numpy

I was thinking of zbuffer depth issues.
How do you tell python's GL the z-buffer range?


On Sun, Jun 22, 2014 at 7:41 AM, Brad Davis <notifications@github.com>
wrote:

> In RiftApp.py:
>
> > -
> > +  def __init__(self):
> > +    ovr.Hmd.initialize()
> > +    self.hmd = ovr.Hmd()
> > +    self.hmdDesc = self.hmd.get_desc()
> > +    # Workaround for a race condition bug in the SDK
> > +    time.sleep(0.1)
> > +    self.hmd.start_sensor()
> > +    self.fovPorts = (
> > +      self.hmdDesc.DefaultEyeFov[0],
> > +      self.hmdDesc.DefaultEyeFov[1]
> > +    )
> > +    projections = map(
> > +      lambda fovPort:
> > +        (ovr.Hmd.get_perspective(
> > +           fovPort, 0.01, 1000, True)),
>
> What are you talking about? The projection transform is a mat4 that
> transforms a vertex so it can be tested to see if it's inside or outside
> the NDC coordinate range. How exactly does the contents of the mat4 impact
> performance on cheaper chips? Perhaps you're confusing this with some sort
> of zbuffer depth issue? Or can you provide some sort of reference?
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/OculusRiftInAction/pyovr-examples/pull/1/files#r14053238>
> .
>