Hi Gábor,

Currently, pyglet has no built-in shader classes. This is something I would 
also like to see included in the future. I did start working on an 
implementation myself (just frag/vertex shaders for a start), but Gabe Dube 
released a very nice shader library for pyglet here: 
https://github.com/gabdube/pyshaders
and also a nice gl buffers library here: 
https://github.com/gabdube/pyglbuffers
As you can see though, there is no geometry shader support yet in his 
libraries, although it is on the TODO list. 

There are a few reasons why nobody got around to this yet. Pyglet recently 
went through an upgrade to a dual Python2/3 compatible codebase. Because of 
that, most of the commits happening in the last months/years have been 
bugfixes and only minor feature additions.

The other reason, and perhaps the main one, is that pyglet's internal 
graphics module is mainly written around "classic" OpenGL. It's a really 
awesome module, but won't work if you request a newer OpenGL context. 

I think we're already reaching the point where it makes sense to update the 
graphics module to at least OpenGL 3.x profile, including some simple 
vertex/fragment shaders that mimic the current needs of the built-in sprite 
and text modules, so that it can remain easy to use for novice users. 


On Friday, September 30, 2016 at 7:41:00 AM UTC+9, Gábor Fekete wrote:
>
> I'm working on a little project as hobby. It uses pyglet mostly and I want 
> to render procedural planets and stuff with it. 
> My main problem is that pyglet does not support geometry shaders.
>
> Why is that? Is there any way that it will be supported in the near future?
> I really need this feature and I don't want to move to another language.
>
> If there is nobody on this feature, may I try to get to it?
>
> Thanks!
>

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