I think it would be easiest to split your data buffer into separate
Pyglet-friendly sets of vertex, normal, texture, and color data at run-
time.  That seems much simpler than dealing with low-level OpenGL.
You'll probably get much better performance, too.

-- 
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.

Reply via email to