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/ -- 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.
