We are a team of uni students working on an open source engine using only Pyglet and Python with no C bindings. The project goes well until now (here [0] are some screencasts from a previous stage) except for some problems.
1.The perspective works just fine in pyglet1.0 yet, when we made the switch to 1.1 it was broken and we cannot get around this problem. Maybe there is something we've missed. 2.The terrain rendering (with VertexBuffers because all other rendering schemes were too slow) causes a segmentation fault unless we draw a tiny dummy model before trying to render the terrain. 3.We tried to implement some shaders because our code for the shadows doesn't produce good results. However, the shaders are going to slowly. Maybe some of you know some hints on how to improve them. :) 4.We tried creating an user interface in pyglet1.0 and it went messing our 3D objects (in fact the shadows casted by the 3D objects were also seen on the interface). We'll start now using the pyglet1.1 functionality, if we can get around the problems at 1. 5.I just found that I can use NURBS for terrain rendering. My question is whether there exists some NURBS interface in pyglet (their site is going very slow right now) and if it has the property of autocomputing normals in an efficient way. Thanks for the patience of reading. [0]: http://anaconda.cs.pub.ro/~andrewbwm/Hammerfall/ --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
