While this blog has featured mostly old skool vector graphics, which were very popular some 30 years back as there was basically no hardware support for texture mapping and CPU power was what it was, I decided to try that using the usual suspects Python, NumPy and pygame. Of course, handling graphics pixel by pixel is much harder (and slower) than drawing one-color surfaces. Even so, the first real time texture mapping I am aware of (in computer graphics that is) dates as far as September 1991: the Cube-o-Matic Amiga demo by Spreadpoint. Quite a feat, I must say, even if the resolution is only about 100 x 100 pixels and updated perhaps 10-15 frames per second.
My basic PC handles about 5 million pixels per second in this implementation, perhaps 50 times more than Cube-o-Matic - a very modest improvement considering the resources. I used images from the Sound Vision demo I pythonized some time ago: credits for some of the images go to Red Baron and Overlander, and Jellybean for the music.