I'd appreciate your feedback. There are probably a few glaring things missing, and of course it could use more error checking and documentation. I'd like to add more convenience methods as well. For example, the Vispy gloo library makes interesting use of the __setitem__ and __getitem__ special methods to easily access uniforms and ints.
I'd also like to find a nicer way of handling vertex data. Idealy, users wouldn't have to use ctypes structures at all. You can actually use the existing pyglet batch/vertexlist code if you use an OpenGL 3.0 context, and name your shader variables appropriately. This isn't really an option for OpenGL Core contexts though (3.2+, and on Mac), so maybe the ShaderProgram class can just mimic the API. On Tuesday, July 5, 2016 at 10:11:59 AM UTC+9, Serdar Yegulalp wrote: > > I'll want to take a look at this and see how it works out, as I have a > game that uses shaders pretty extensively and would make a good test case. > > I do agree that the 2nd of those options seems the better in the long run! > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
