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)) >> ) >> > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To view this discussion on the web visit https://groups.google.com/d/msg/pyglet-users/-/RDAiuCuhr4cJ. 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.
