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/

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