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 -- 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.
