http://groups.google.com/group/pyglet-users/msg/832b15389fccd28d?pli=1

Hmm, this is a bit outdated, but I found a few other references that say
SWIG will generally be faster to run, though would have more overhead - so I
dunno.

HTH

On Tue, Mar 17, 2009 at 7:17 AM, RB[0] <roeb...@gmail.com> wrote:

> I saw saw tests for performance between the old C PyOpenGL and the new
> ctypes one...
> The older one was significantly faster from what I saw - but that is how it
> will always be - direct usage of a C lib is just like calling C functions
> and such - whereas ctypes you have to call a python function (which may call
> others) which will execute the C lib code...
>
> I'll see if I can't find the page somewhere...
>
>
> On Mon, Mar 16, 2009 at 3:44 PM, Brian Fisher 
> <br...@hamsterrepublic.com>wrote:
>
>> That's what PyOpenGL 2.0 was - a C extension instead of ctypes. (made with
>> SWIG)
>>
>> I actually still use PyOpenGL 2.0 for reasons other than performance
>> (py2exe packaging) - I had to build it myself on windows for Python 2.5, you
>> can get at an installer for it here:
>> http://thorbrian.com/pyopengl/builds.php
>>
>> I've never performance tested the difference between it and 3.0 though -
>> is somebody else could do that, I'd love to see the results
>>
>> On Mon, Mar 16, 2009 at 10:49 AM, Zack Schilling <
>> zack.schill...@gmail.com> wrote:
>>
>>> If someone did this and I could drop it in to my code, that would be very
>>> nice. But for right now, PyOpenGL is serving my needs just fine. I can use
>>> about 600 independently textured and animated sprites onscreen, scaled and
>>> rotated, without stressing a low-end system more than 40%.
>>>
>>> On Mar 16, 2009, at 1:00 PM, Forrest Voight wrote:
>>>
>>>  Would writing a replacement for PyOpenGL in C instead of in Python
>>>> with ctypes help? I think it really would ... PyOpenGL is internally
>>>> pretty complex, sometimes when I get tracebacks the error is 5 or 6
>>>> levels into PyOpenGL. Even a C library that only implemented the
>>>> common functions and relied on PyOpenGL for the constants and
>>>> functions that do complex things like handling strings would probably
>>>> help a lot.
>>>>
>>>>
>>>>> Another way to increase speed is to write an opengl rendering engine
>>>>> in C and call and make it available as a Python extension. This is
>>>>> a major speed boost, in particular for a large number of iterations.
>>>>> Iirc PyOpenGL bindings are generated, many times this is suboptimal
>>>>> code for what you're trying to do, writing the Python extension in C
>>>>> manually have been faster for me many times. This is indeed true
>>>>> if you put your iterations inside a C loop instead of calling the
>>>>> C function from Python many times.
>>>>>
>>>>>
>>
>

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