As long as you have a good knowledge of ctypes I suppose they are...
For someone like me who comes from Fortran they are not so intuitive
though. I can get along fine with simple OpenGL commands but as soon
as I have to pass them array pointers and what not I just don't know
how to do it. For example I work with NURBS that I store in numpy
arrays. PyOpenGL allows me to pass those arrays directly to the
gluNurbs* commands, this is just sooo more convenient (and pythonic).

On Mar 21, 9:06 am, Will <[email protected]> wrote:
> 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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