Thanks for sharing that.  I've looked over it, and my initial comment still 
stands.  In the github repo, around lines 180 - 225, you are doing all of 
your updating and drawing in the same block of code, all of which is at the 
mercy of the pyglet clock.

The pyglet clock, and all software timers are inaccurate, no matter if it 
is python, or C, and you need to decouple your updates from your drawing. 
 My recommendation is to move all the drawing functions to a callback from 
window.on_draw.  For your updating code, you can build a function with that 
and schedule it using the clock.  

After that you should use pyglet.app.run().  The pyglet app has some 
platform-dependent code that may help smooth out your framerate by allowing 
the program to sleep, too.  Please see the following code from the pyglet 
docs to see how to get code called from window.on_draw:

http://www.pyglet.org/doc/programming_guide/image_viewer.html

This type of event oriented programming is a common way to get smooth 
framerates.  Hope that helps.

On Wednesday, December 10, 2014 at 8:58:14 AM UTC-6, Jose Luis Da wrote:
>
> Hi all, 
>
> I have been working with pyglet in order to create a series of OpenGL 
> figures and animate them given some parameters.
> I have obtained what I want, but the movements of these figures is not 
> smooth all the time, the movement is sometimes glitchy.
>
> What are the most common sources of this kind of errors? Could you tell me 
> if there is something I am doing wrong in the code?
>
> You can find the code here: https://github.com/thisisjl/NuEyePlaid
>
>
> Thank you,
> jl
>

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