On 26/06/14 01:40, [email protected] wrote:
Hi all,

So I'm planning on making a game that uses a lot of vector-y line graphics, and 
I was trying to figure out the best way of doing this, since it's not really 
something pyglet is designed for.  The best method appears to be to create 
VertexLists and draw them with GL_LINES.  I would essentially be making 
something equivalent to the Sprite class, but just drawing in a different way.  
The problem with this is that then I have to create entirely new sets of lines 
for each new position and rotation and such, essentially doing the affine 
transforms in software (which is probably okay but doing heavy math in Python 
always makes me cautious), and then update the VertexList pushing the new 
points out to the graphics card on each draw call.  The other option is to 
build the matrices and have vertex shaders do the transform, or use the 
glTranslate/glRotate functions and try not to munge pyglet's drawing state up 
too much in the process.

So, basically, am I understanding my options correctly, and does anyone have 
any suggestions on what might be the best approach?  I know enough about OpenGL 
to use it badly and really prefer avoiding it if possible, but it would also be 
nice to be able to draw fairly complicated shapes (a few hundred verts maybe).

Thanks,
Simon

A vertex shader is the proper way to do it at least in OpenGL 3+ and possibly 2.1. You should use a group to keep your OpenGL state clean. Pyglet isn't really designed for vector-type graphics though it's more of a windowing and input library that is also for making 2D games.

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