Just wondered how PyOpenGL is easier to use than pyglet? I thought they were pretty similar?
On Mar 20, 10:53 am, Jonathan Hartley <[email protected]> wrote: > On Mar 19, 10:44 am, hugo <[email protected]> wrote: > > > Hello, > > > I'm using pyOpenGL instead of pyglet.gl. Is disabling error checking > > with "OpenGL.ERROR_CHECKING = False" sufficient or/and should I use > > "pyglet.options['debug_gl'] = False"? > > > Thank you, > > > HG. > > Hey. > > I already asked a question much like this on > pyopengl-users:http://sourceforge.net/mail/?group_id=5988 > > Mike Fletcher himself responds that it is not sufficient, and details > some other things you should do. but even after doing everything > possible one should still not expect the same performance as pyglet's > bindings.https://sourceforge.net/mailarchive/forum.php?thread_name=4CF3F8CE.20... > > As a result, I have started using PyOpenGL during development, for > ease of use, and then when optimising I replace the half-dozen OpenGL > calls in my inner render loop with pyglet bindings. This generally > gives me at least double the framerate. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
