I'd also suggest looking at the gloo library if you're interested in 
PyOpenGL. Gloo is much more modern than PyOpenGL, and has significantly 
easier interfaces for managing shaders and such. Gloo is part of the Vispy 
package (which is intended for scientific visulisation), but it can be used 
by itself as well. 


2015年10月26日月曜日 11時58分36秒 UTC+9 Leif Theden:
>
> pyopengl is graphics only.  pyglet is still needed to get a window, input, 
> sound, etc.
> pyopengl has many checks in place to make useful debugging, but all the 
> error checking, type casting, etc makes is slower that pyglet's opengl 
> interface.  That's about the difference AFAIK.  Each has their quirks, but 
> ultimately, you need to decide if you want nicer interface but slow 
> (pyopengl), or faster but more awkward interface (pyglet).
>
> pyopengl is also way easier to get into modern opengl as it has nice 
> interfaces to compile shaders and what not.  pyglet doesn't have much to 
> offer for modern opengl.
>
> Hope that helps.
>
> On Sunday, October 25, 2015 at 8:24:25 AM UTC-5, Salvakiya wrote:
>>
>> I have been developing a game engine for awhile and have been stuck 
>> trying to figure out what way I wanted to create a game window and draw 
>> things to the screen. I really like pyopengl however it does not come with 
>> a way to load graphics and resources from a file. I like pyglet as well but 
>> have heard of some people using both. What benefit do you get from using 
>> both pyglet and pyopengl?
>
>

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