On Tue, Feb 16, 2010 at 8:40 PM, Mike Wyatt <[email protected]> wrote:
> 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. > Probably, but it depends on the source of the data. > You'll probably get much better performance, too. Doubtful it will exhibit any difference - pyglet just calls these exact functions under the hood, and it requires an additional layer of indirection (pyglet vertex declaration -> opengl vertex pointers) @flaviusxvii Your OpenGL code looks fine to me. Are you sure the error is in this part of your code? -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- 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.
