I've nothing against immediate mode OpenGL, but I've been comtemplating the 
possibility of using shaders for handing the vertex calculations and other 
such math that's done in pure Python now. Pyglet does work great as it is, 
but the sheer number of calculations kills it when trying to do a few 
thousand sprites at once. A lot of this can be aleviated by rolling your 
own classes, but It would be nice if things were more performant out of the 
box.  I was thinking of the default sprite classes having just simple 
position, velocity, depth values with the calculations done by a default 
set of shaders. It would also open up the possibility of creating a handful 
of additional optional "modern 2d" effects via additional shaders, that 
inexperienced users could use blindly.  Maybe this could be done with 2.0 
shaders, but they are really limiting compared to 3.0. 

These are just thoughts at the moment. I don't have the time to do this 
right now, and I've not idea how the developers feel on the matter. I'd 
imagine 2.0 level OpenGL support isn't going anywhere for a while. 






On Thursday, November 12, 2015 at 11:04:14 PM UTC+9, Jason Spashett wrote:
>
> I have a use for pyglet that might see it run on older versions, so I just 
> wondered what the minimum was. It would be for service menus and tests on 
> betting machines.
>
> Spites are presumably using VBO's already, what things in OpenGl 3 would 
> make pyglet better? I presume that pyglet is still oriented towards to the 
> 2D side of things, so its handy that it does run on older OpenGl versions. 
>
> World of goo used opengl 1.4ish because that was all that was required, 
> although that is an older game now, you can still do all you need to in a 
> 2D game with the minimum OpenGL versions.
>
> Most people lynch you these days if you say you want to use immediate mode 
> OpenGL, but there is no real argument for using the new way of things for a 
> 2D game, until eveyone has an OpenGL 3 card, but perhaps that is nearly the 
> case. I'll have to throw away my old laptop that has an Intel GMA 945 on it.
>
> On Thursday, 12 November 2015 11:04:52 UTC, Benjamin Moran wrote:
>>
>> I really don't know either, but it doesn't seem to use anything higher 
>> than 2.0 for the built in abstractions. You're free to use anything higher 
>> of course if you would like to access opengl directly. 
>>
>> Personally I would like to see the sprite and other classes take 
>> advantage of modern opengl. Maybe 3.0 would be a good minimum target. It's 
>> new enough to take advantage of modern GL programming style, but still 
>> almost 8 years old. 
>>
>> -Ben
>>
>>

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