I'm starting with pyopengl context tuts.
http://pyopengl.sourceforge.net/context/ There might be something you're
looking for.

They have an intro to post-2007 opengl style coding.
Including They have NeHe translations that are pythonic/results focused vs
other translations. ( See: OpenGLContext/tests/ )

I don't know of
On Wed, Jul 28, 2010 at 3:27 AM, Jonathan Hartley <[email protected]>wrote:

> On Jul 27, 12:33 pm, stampson <[email protected]> wrote:
> > I actually posted about it in the news here:
> http://groups.google.com/group/pyglet-users/browse_thread/thread/2901...
> >
> > On Jul 26, 5:49 pm, Jonathan Hartley <[email protected]> wrote:
> >
> > > On Jul 25, 2:20 pm, stampson <[email protected]> wrote:
> >
> > > > It's been a long time (but pyglet is still at the same version =)
> > > > since I messed with it, but pymunk worked great.  It was really easy
> > > > to use.
> >
> > > > One thing I did to increase performance with large numbers of objects
> > > > was to add a combined update function, for the loop to sync all the
> > > > graphic objects with the physics objects....to update position and
> > > > rotation in a single function.
> >
> > > > -stampson
> >
> > > *That* sounds pretty neat. I was very impressed when dabbling with
> > > Pymunk for a (temporarily shelved) game project a year or two ago, and
> > > would love to see such a 'group update' function. Is the code for that
> > > public?
> >
> > > Cheers,
> >
> > >    Jonathan
> >
>
>
> Ah yea, I remember that now - I did in fact use the idea, even! My
> apologies: I thought you were talking about some clever way to update
> *all* sprites in a single (C?) function. Clearly I was
> misinterpretting.
>
> Cheers,
>
>  Jonathan
>
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-- 
Jake

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