My comment regarding performance was if he was making these calls in
Python.  I was assuming that Pyglet made these calls in a C module,
though, and that may not be correct.

On Feb 16, 8:09 pm, Tristam MacDonald <[email protected]> wrote:
> 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 MacDonaldhttp://swiftcoder.wordpress.com/

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