Ok, this is much much more work than I thought... OpenGL and shaders are 
far from easy (for me at least), and are a new world to explore.

I took a look at your code (thanks again) and tried to make it work over 
sprites. It seemed to work ok, and I decided to make it change the texture 
of my sprite. I thought it would be easy and just changed self.usetTex('tex', 
0, GL_TEXTURE_2D, provider.image.texture.id) to self.usetTex('tex', 0, 
GL_TEXTURE_2D, over_sprite.image.texture.id)... But this generates an error 
: "pyglet.gl.lib.GLException: invalid operation". It's the BindTexture() 
from usetTex() that crashes.

Do you have any hint ?..

I guess this is just too hard for me at the moment, I should probably stick 
to the color attribute

Le mardi 5 novembre 2013 21:34:35 UTC+1, Nitneroc a écrit :
>
> Hi Claudio, and thanks for your awesome help.
>
> Sadly I don't have enough time this evening to go through all this 
> information, but it looks promising ! I look forward experimenting with all 
> this stuff tomorrow. Thank you very much !
>
> Le mardi 5 novembre 2013 08:11:05 UTC+1, Claudio Canepa a écrit :
>>
>>
>> And here someone used pyglet batches with shaders
>> http://www.pythonstuff.org/glsl/example_2_glsl_with_pyglet.html
>>
>> It does not use cocos.shader but a similar module by Tristam MacDonald
>>
>>
>>
>>

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