Thanks, Adam.

I'll check out the links your provided.

Prior to seeing this post, I was able to make my code (that uses my own 
vertex/fragment shaders and vertex attributes) work with something like 
this:


        # position
>         self.posLoc = glGetAttribLocation(self.shader.handle, "pos")
>         pos_attrib_type = "%ig3f" % (self.posLoc)
>         # texcoord
>         self.texLoc = glGetAttribLocation(self.shader.handle, "tex")
>         tex_attrib_type = "%ig2f" % (self.texLoc)
>         # create vertex list
>         self.vertex_list = pyglet.graphics.vertex_list(
>             4,
>             (pos_attrib_type, (-0.5, -0.5, -1,
>                                 -0.5, 0.5, -1,
>                                 0.5, -0.5, -1,
>                                 0.5, 0.5, -1)),
>             (tex_attrib_type, (0, 0,
>                                0, 1,
>                                1, 0,
>                                1, 1))
>             )
>

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