On 3/9/08, selsine <[EMAIL PROTECTED]> wrote:
>
>  Hi Eveyone,
>
>  First off I have to say that I'm not a PyGlet or Open GL expert, but I
>  am looking into using PyGlet for my future "game" code.
>
>  One of the things that I have been looking at is the possibilities of
>  using PyGlet in a PyGTK application to serve as a level editor. I've
>  been looking through the archives and from what I understand this is
>  possible. I know that I won't have access to the event loop, but since
>  this is for an editor it wouldn't matter.
>
>  The reason I want to use PyGlet, instead of anther OpenGL module, is
>  because the level editor would be for an eventual PyGlet game so I
>  would like to reuse and share as much code as possible (i.e. use the
>  PyGlet 1.1 sprites in both_
>
>  I can create a GL Context in a PyGTK window, and according to one post
>  that I read what I need to do is "trick" PyGlet into using this GL
>  context.
>
>  So my questions are:
>
>  1) How would I trick PyGlet into using the GL context that I have
>  already created

There's actually no trick... OpenGL has only one active context at a
time.  In pyglet you can switch contexts with Window.switch_to().
When you create a new window the context will switch to that window
automatically.  If you never call switch_to() or create a new window,
the context never changes; so the PyGTK one remains active.

The situation could get a lot more complicated if you're using more
than one PyGTK window (context), or trying to mix pyglet windows with
PyGTK windows.

In pyglet 1.1 you should also set pyglet.options['shadow_window'] to False.

>
>  2) How feasible is the idea of a PyGlet level editor in a PyGTK
>  application?

I can't foresee any problems if you stick to just one PyGTK window.

Alex.

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