Hi Erik, It looks like gletools hasn't been updated in a long time, and probably doesn't work anymore with the recent pyglet versions. Pyglet basically just lets you use raw OpenGL, so you can follow along with any standard tuturial if you wish, providing you're not scared of ctypes.
There is a nice writeup here by Leonhard Vogt that shows rendering to a texture at a low level with pyglet, that might be useful: https://leovt.wordpress.com/2015/10/04/render-to-texture-with-python-3-and-pyglet/ You likely don't need most of that code thanks to Gabriel's shader library, but it might be worth a look to see what's going on at a lower level. I haven't done any woth with gaussian blurs myself, so I'm not sure if this is useful. If you have some example code in a github/bitbucket repo somewhere, it might be easier for people to have a look to see if you're making any simple mistakes. -Ben On Tuesday, August 16, 2016 at 6:24:27 AM UTC+9, Erik Olson wrote: > > Alright. After working with Gabriel Dube a bit, he figured out what was > keeping pyshaders from running on my computer (Thanks!). Now that this > works, I'm looking more again into the actual how of getting a decent > shader setup working. Most everything I can find regarding gaussian blurs > recommends the use of a two-pass system, blurring the image first > horizontally and then vertically. This seems to necessitate the use of > FBOs. What support exists for using FBOs with pyglet? I've been trying to > get GLETools up and running, but I keep getting the following error when > trying to import it: > > Traceback (most recent call last): > File > "C:\Users\Erik\Documents\Programming\workspace\dsafsa\src\tdytd.py", line > 7, in <module> > import gletools > File > "C:\Users\Erik\Anaconda3\lib\site-packages\gletools-0.1.0-py3.5.egg\gletools\__init__.py", > > line 8, in <module> > File > "C:\Users\Erik\Anaconda3\lib\site-packages\gletools-0.1.0-py3.5.egg\gletools\framebuffer.py", > > line 12, in <module> > ImportError: cannot import name 'nested' > > Any ideas? > > On Monday, 18 July 2016 11:02:41 UTC-6, Erik Olson wrote: >> >> Hello! >> >> I am currently using pyglet for neuroscience research and have >> encountered an issue. The program I currently have draws simple black >> primitives (triangle fans, etc.) to a blank white screen. What I would >> like to do now is to be able to draw some of the primitives which represent >> a background, apply a gaussian blur using a shader, then draw the remaining >> objects on top, unblurred. I have found extensive examples of shader >> classes to use in pyglet, along with resources stating how to write shaders >> in GLSL. However, I have found practically nothing explaining how to use >> existing shaders to actually do things. Currently I am working with >> Tristam McDonald's shader class, but I have no idea how I would actually >> get such shaders to apply to what appears on the screen. >> >> What should the code actually look like? Are there any good resources or >> examples (which I seem to be completely unable to find)? It seems like >> anywhere discussing how to use shaders glosses over this part, which makes >> me wonder if it's really obvious and I'm just an idiot. >> > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
