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.

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