On Oct 29, 12:23 pm, Jonathan Hartley <[email protected]> wrote:
> PyOpenGL's equivalent covers a much broader set of use cases (caters
> to binding uniform variables, etc, which I didn't even attempt)
>
> Also, it is 
> well-documented:http://pyopengl.sourceforge.net/documentation/pydoc/OpenGL.GL.shaders...
>
> And comes with a shaders-from-pyopengl 
> tutorial:http://pyopengl.sourceforge.net/context/tutorials/index.xhtml
>
> I have long wanted to sit down and work through this tutorial, and by
> co-incidence I have carved out time to do it this coming week. If
> anyone else wants to work through it in parallel and email each other
> our questions, observations and show-off our respective working code,
> then I'd love to do that.
>
>   Jonathan


For the record, I'm working through these pyopengl tutorials right
now. In case anyone else with old hardware is considering it, you
should know:

It's all been plain sailing up until the seventh tutorial, which adds
multiple light sources:
http://pyopengl.sourceforge.net/context/tutorials/shader_7.xhtml

The shaders fail to link for me, with:

 Fragment shader not supported by HW.

I'm assuming this is because my OpenGL 2.1 hardware can't deal with
GLSL uniforms which are arrays - which are introduced for the first
time in this tutorial. I've modified the tutorial source code to use a
bunch of explicitly declared scalar uniforms instead of the array, and
unrolled the loops that iterate on the arrays:
https://bitbucket.org/tartley/tutorials/src/tip/pyopengl/06-multiple-lights.py

This works, but it's considerably slowed my progress.

  Jonathan

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