Hi Tristam, 

Since you're here, just wanted to say thanks for your original shader 
class. It's still the most popular link on Google I think! 

I've already put together a basic class together, based on the OpenGL docs 
(and yours and other pyglet examples for ctypes clarification). I'm still 
thinking of what it should entail, but for a start it will just be simple 
vertex/fragment program.


On Tuesday, February 16, 2016 at 10:31:32 AM UTC+9, swiftcoder wrote:
>
> +1, it's a major pain point when starting out a pyglet project
> On Mon, Feb 15, 2016 at 4:59 PM, ... <[email protected] <javascript:>> 
> wrote:
>
>> Just a user but I would love that.
>> On Feb 15, 2016 6:53 PM, "Benjamin Moran" <[email protected] 
>> <javascript:>> wrote:
>>
>>> Hi guys,
>>>
>>> How would everyone feel about adding a simple shader Class to the 
>>> graphics module? There have been a few go-to examples out there, such as 
>>> Tristan McDonald's popular one here: 
>>> https://swiftcoder.wordpress.com/2008/12/19/simple-glsl-wrapper-for-pyglet/
>>> And Leonhard Vogt's framebuffer code that includes shaders here:
>>>
>>> https://leovt.wordpress.com/2015/10/04/render-to-texture-with-python-3-and-pyglet/
>>> https://github.com/leovt/leovt/blob/master/framebuffer.py
>>>
>>> The reason I would like to see it included is because of the ctypes 
>>> magic being a bit of a blocker for new users. A simple class could handle 
>>> this for the users, and allow them to easily try more modern contexts with 
>>> pyglet.
>>>
>>> If I wrote this code, would it be accepted? I'm thinking a simple class, 
>>> plus basic example code. (Speaking of which, many of those examples need to 
>>> be updated!)
>>>
>>> -Ben
>>>
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