You still have full access to all the normal OpenGL calls.
I'm not using pyglet for anything but events and windowing at the moment.

Just do an:
from pyglet.gl import *

and BAM, all the normal gl* funcs are available.

Check this file for an example of rendering a cube.
https://github.com/adamlwgriffiths/PyGLy/blob/master/pygly/examples/core/cube.py

Only requires 2x 4x4 matrices (numpy arrays) to render.

This is used by this example:
https://github.com/adamlwgriffiths/PyGLy/blob/master/pygly/examples/core/simple/main.py


That being said, I've been reading that PyOpenGL has a number of 
optimisations, such as Cython support built in.
Migration is trivial though because you can just import pyopengl's gl 
commands and it should work from within Pyglet.
I haven't tried this myself, but it's what I've read.

Cheers,
Adam



On Monday, October 1, 2012 12:42:56 PM UTC+10, mv wrote:
>
>
>
> On Sunday, September 30, 2012 9:16:37 PM UTC+5:30, Adam Griffiths wrote:
>>
>> 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
>>
>
> Hi Adam,
>
> Unfortunately, you can't update the generic attributes in Pyglet vertex 
> lists :
>
> http://www.pyglet.org/doc/programming_guide/vertex_lists.html
>
> I am relatively new to Python, but not to OpenGL. I wish there was an 
> OpenGL Python binding where I didn't have to deal with all these layers of 
> code. I just need OpenGL access - don't need anything else. Do you know if 
> PyOpenGL is still being maintained? I was unable to make it work on my 
> Macbook.
>
> Thanks
>
> Mahesh 
>
>
>  
>

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