Ah thanks for that information.
I hadn't tried the vertex_list class without the 'v' type and just assumed 
it would always call some legacy code.

Cheers,
Adam


On Sunday, September 30, 2012 1:21:32 PM UTC+10, mv wrote:
>
> 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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