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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