Off the top of my head, I think you could use just the pyglet opengl 
bindings, (no sprites) with opengl 1.4.  That was a long time ago, though 
and I haven't touched hardware that old in a long time to test if that is 
still true.  AFAIK, there is no GUI library for pyglet, so if you plan on 
doing that, you'll certainly be doing a lot of manual work there.

Ben, currently, pyglet sprites have some real performance issues mostly 
because of the way math is used.  Any change to X, Y, Scale or Rotation 
will trigger the vertex updates.  When most programmers will do something 
like the following, it causes excessive CPU use:

  for sprite in sprites:
    sprite.x += dx
    sprite.y += dy
    sprite.rotation += dr

So for each sprite, the math update was triggered 3 times, when ideally it 
would have been done just once.  Its an issue that needs documentation, or 
new API, or perhaps smarter checks to do the math when needed, instead of 
on each attribute modification.  Shaders would be nice, but pyglet 
developers are few and far between...it would possibly require more upkeep 
than the community can cope with to maintain shaders with the moving target 
that GPU shader programming is (just my thoughts on that).

IMO, a better solution to slow sprite math would be an optional 'pyglet 
acceleration library' written in cython to handle the math.  Less burden on 
the developers to maintain compatibility with OS drivers. 


On Thursday, November 12, 2015 at 4:08:57 AM UTC-6, Jason Spashett wrote:

> Hello,
>
> I have been trying to find the minimum OpenGL version requirement for 
> pyglet but can't seem to see it at the moment, it must be in some obvious 
> place though. Can anyone enlighten me?
>
> Thanks,
>
> Jason.
>

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