LGTM

On 31 May 2017 at 18:03, Benjamin Moran <[email protected]> wrote:

> I quickly mocked something up that's based on the image module. One thing
> I'm not sure about is how to handle the API for passing in batches.
>
> The image module is:
> image = pyglet.image.load("image.png")
> # and:
> image = pyglet.resource.image("image.png")
>
> I currently doing this for the new model module:
> teapot = pyglet.model.load("teapot.obj", batch=batch)
> # and:
> teapot = pyglet.resource.model("teapot.obj", batch=batch)
>
> Instead of an Image, you'll get a Model instance back. This instance will
> have similar methods to the Sprite class, as much is appropriate.
> Does that look reasonable?
>
> -Ben
>
>
> On Tuesday, May 30, 2017 at 3:39:12 PM UTC+9, Richard Jones wrote:
>>
>> On 30 May 2017 at 16:08, Benjamin Moran <[email protected]> wrote:
>>
>>> I use these clases here for my personal 2D and 2.5D (3D, but only ever
>>> viewed from straight on) projects:
>>> https://bitbucket.org/snippets/HigashiNoKaze/7ndxM
>>>
>>> It might work to have a Projection class with set and unset methods,
>>> which could be passed to the Window. This could be called automatically
>>> before and after draw. One issue is that sometimes you might want to reset
>>> this stuff during a draw call, such as for doing a 2D hud over a 3D
>>> background...
>>>
>>
>> Modern Python techniques suggest a context manager (or set of related
>> context managers that could be used individually or combined) that
>> pushes/pops state :-)
>>
>>
>>
>>> As for the actual 3D model transformations, I suppose it makes the most
>>> sense to put the transform calls inside a ModelGroup (based on how the
>>> Sprite class does it with SpriteGroup). This would allow setting any
>>> transform variables (x, y, z) on the model, and having it handled when the
>>> Group sets the state.
>>>
>> It would be foolish to try to recalculate all of the Model's vertex lists
>>> to move it, but it might be useful to have a base offset parameter for when
>>> the image is loaded. This would allow loading in multiple models that are
>>> all based around 0, 0, 0, but you want to situate at different positions
>>> within the scene.
>>>
>>
>> Perhaps attach some GLSL to the model to handle transformation?
>> ModelGroup etc. then just loads the vertices etc. and manages the GLSL
>> variables.
>>
>>
>>      Richard
>>
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