As some of you probably already know, it's not possible to use the built-in 
pyglet.graphics.Batch() and vertex_lists with an OpenGL context that is 
later than 3.0.
(Due to deprecated OpenGL functions that are used by those classes, such as 
"glPushClientAttrib").

My question is whether or not it makes sense to limit shader support to 
GLSL 1.30 (OpenGL 3.0 GLSL), in order to allow Batch usage? GLSL 130 
shaders and Batch drawing does work together, but I've never mixed it this 
way before.

Idealy the Batch class could be modernized to take advantage of OpenGL 3.2+ 
when such a context is available, but that's a bit beyond my current 
understanding. 

Any feedback welcome! 
-Ben


On Tuesday, February 16, 2016 at 9:53:46 AM UTC+9, Benjamin Moran 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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