By the way, if you are using a modern OpenGL context (3.2+) you may have to
override the default pyglet window's "on_resize" method. This is becuase it
contains some legacy OpenGL code to reset the view when you resize the
window. Since you're using shaders this will be unnecessary, so you can
just bypass it with:
@window.event
def on_resize(w, h):
return pyglet.event.EVENT_HANDLED
Of course, replace the @window.event with whatever your window instance is
named, or just make this method in your class if you're subclassing
pyglet.window.Window. You may also want to put some code in here for
updating your shader uniforms and such with the w & h values, if needed.
-Ben
On Tuesday, October 4, 2016 at 10:29:48 PM UTC+9, Gábor Fekete wrote:
>
> It seems I got it working using pyopengl shaders. A simple passthrough
> shader program with vertex,geometry and fragment shaders does work. Now I
> only have to switch rendering from immediate mode to modern buffers.
> Thank you Adam Bark!
>
> 2016-10-03 10:13 GMT+02:00 Gábor Fekete <[email protected]
> <javascript:>>:
>
>> Do I just import pyopengl and call gl* functions and it will be the same?
>> I couldn't find the usage of pyglet and pyopengl together.
>>
>> 2016-09-30 15:44 GMT+02:00 Adam Bark <[email protected] <javascript:>>:
>>
>>> Have you tried pyopengl for your rendering?
>>>
>>> On 29 September 2016 23:41:00 BST, "Gábor Fekete" <
>>> [email protected] <javascript:>> 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!
>>>>
>>>>
>>> --
>>> Sent from my Android device with K-9 Mail. Please excuse my brevity.
>>>
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>>
>
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