On Wed, Oct 27, 2010 at 10:24 AM, B W <[email protected]> wrote:

>
> http://groups.google.com/group/pyglet-users/browse_thread/thread/3e9b5d96f98fd66b/1b82c05c22096e96?hl=en&lnk=gst&q=batch+group#1b82c05c22096e96
>
> After a day of reading through previous pyglet-users posts I just found
> this topic about zero-length vertex lists from 11/2008. Any estimate on when
> Pyglet 1.2, Alex? =) I will try the trunk version. But developing against
> pre-release builds is, in my humble opinion, not always a good choice.
>
> Gumm


I was fairly sure that this fix had made it into versions 1.1.4 (the current
stable version) - if it was committed to trunk in all the way back in Nov
2008, then it definitely should have been.

Have you actually tried to use a zero-length vertex list?

On Wed, Oct 27, 2010 at 6:51 AM, B W <[email protected]> wrote:
>
>>
>> Does anyone even have a personal opinion on, or have good/bad experiences
>> with using graphics.Group to wrap vertex lists in a batch for turning GL
>> states on/off, or insert nested rotations, translations, etc.? What works
>> well, what doesn't?
>>
>> I'm wondering what the Pyglet designer(s) envisioned; because these are
>> fundamentally necessary actions, even for something as simple as a moon
>> orbiting a planet.
>>
>
This kind of "hierarchical management" was very popular in graphics engines,
a long time ago. Since then, most people have reallised that many things are
better managed outside of the graphics engine. To go with your example, a
moon orbiting a planet is better dealt with as a physics problem than a
graphics problem.


> And what is the intent of the generic vertex list attributes? Can I use
>> them like I did in the block demo?
>>
>
Generic vertex list attributes are designed to support shaders. If you
aren't using shaders, you can safely ignore them (but you probably should be
using shaders...)

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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