On Sat, Sep 22, 2012 at 9:43 PM, Adam Griffiths <[email protected] > wrote:
> I've gotten OpenGL 3.2 core profile rendering on OS-X. > It required some changes to the Cocoa config which are available here: > https://github.com/adamlwgriffiths/Pyglet > I was able to read through those changes in your pyglet fork over the weekend. Unfortunately, I'm still weak in my understanding of both OpenGL and Cocoa (and especially where they deal with eachother). Would you expect these changes to fix the a-window-never-appears problem with system python on 10.8.x? I'll try to get around to testing your code on my setup later today. > I also monkey patch the window at run time: > > https://github.com/adamlwgriffiths/PyGLy/blob/master/pygly/gl/core/__init__.py > > And disable the shadow window as suggested by another user who created the > original cocoa patch: > > https://github.com/adamlwgriffiths/PyGLy/blob/master/examples/core/window_creation/main.py > > > But I am unable to use any of the pyglet wrappers such as vertex_list or > Label due to the use of Legacy profile code. > > I'm happy to begin modifying these to patch out the legacy code. > But I want some feedback on how this should be done. > I don't want to maintain a branch of pyglet. I'd rather any changes could > eventually be integrated. > Perhaps someone with commit rights could comment here. > Now that core works, I'm at the point where I either write my own simple > wrappers (very tempting as I don't want anything heavy weight), or I help > fix pyglet up. > > Help fix pyglet up! > My question is this: > Does anyone have any thoughts on how this should be done? > My thoughts at the moment are to make the legacy calls optional. By > detecting if we're running in Core profile with no compatibility, we can > 'if' most of these statements out. > Is there any simple way to do this? Is there a boolean somewhere? > I wish I fully understood what "Core profile" really means, and how that translates to Linux and Windows. Does it simply mean a different version of OpenGL? If it does, then some global approach to addressing how to support multiple versions of OpenGL across all the platforms should probably be discussed - right? Along with some new facility for listing & choosing your OpenGL version... What does pyglet do now? Try to use the same version of OpenGL across platforms, with the helper objects hard-coded to use that version of OpenGL? Am I on the right track, or have I missed some fundamental point, here? ~ Nathan -- 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.
