I just read your post a bit more thoroughly, sorry, in a rush today.

Pyglet's code uses legacy calls. If you're using Core profile only with no 
compatibility, you'll need to do your own vertex arrays.
I'm running on OS-X and I'm unable to mix legacy and core.

I've got an example that uses Core VBO and VAO calls.
It includes everything needed to render the cube, apart from the matrices 
themselves which are in simple.py I posted earlier.
https://github.com/adamlwgriffiths/PyGLy/blob/master/examples/core/cube.py

This file also uses vertex attributes to specify colour:
https://github.com/adamlwgriffiths/PyGLy/blob/master/examples/core/colour_cube.py

I'm currently looking into either writing my own classes to use in PyGLy, 
or updating pyglet to enable core profile usage in these key classes 
(texture, label, vertex_list).

Take a gander around my PyGLy repository.

I've also got a GLSL shader I'm working on atm (it works, just want to 
clean up the API) that does hardware animation / interpolation of MD2 mesh 
formats (yes, old, but simple).
https://github.com/adamlwgriffiths/Razorback/blob/master/razorback/md2/data.py

This should give you enough info.

The code is long, but its clear and I don't remove any boiler plate.
So the code you want to look at is:
pygly/shader.py
examples/application.py
examples/core/application.py
examples/core/simple/main.py
examples/core/cube.py
examples/core/colour_cube.py


Cheers,
Adam


On Wednesday, September 26, 2012 1:33:39 PM UTC+10, Adam Griffiths wrote:
>
> I've been working on getting the Core profile working under Pyglet.
>
> My framework, PyGLy (very simple, flexible, stays out of your way) 
> includes a number of examples.
>
>
> The simplest one is here:
>
>
> https://github.com/adamlwgriffiths/PyGLy/blob/master/examples/core/simple/main.py
>
>
> Uses the scene graph to render a series of cubes.
>
>
> This uses the core profile.
>
> I also _had_ some example code that was using shaders in the legacy 
> profile (fixed function pipeline + shaders), but have not committed this.
>
>
> Using shaders in legacy is essentially the same as normal rendering.
>
> The only thing I had to look out for was assigning attributes to vertices.
>
> You need to link the shader, then query for the attribute index, then use 
> that as the "XgX" format specifier for the vertex_list (assuming you're 
> using piglet's vertex list object).
>
> I talked about this here:
>
>
> https://groups.google.com/forum/?fromgroups=#!topic/pyglet-users/Eonyq0tKR6s
>
>
> Hope that helps =)
>
>
> Cheers,
>
> Adam
>
> On Tuesday, September 25, 2012 9:19:39 PM UTC+10, mv wrote:
>>
>> Hello,
>>
>> I am looking for a Pyglet example that uses GLSL and the programmable 
>> pipeline.
>>
>> I looked at the Pyglet documentation, but am unable to figure out how to 
>> define my own vertex list, and then link that with say, a "attribute vec4 
>> pos" variable in the vertex shader.
>>
>> The examples I have seen use vertex lists, but still use the now 
>> deprecated fixed function pipeline. 
>>
>> I'd appreciate any help with this. 
>>
>> Regards
>>
>>
>>

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