You are free to take ideas from my code and I'll be happy to give you 
feedback as your module progress.

Le vendredi 8 juillet 2016 00:54:43 UTC-4, Benjamin Moran a écrit :
>
> Thanks for the link, I haven't seen your library yet. Very nice work!  I 
> like how you've done the automatic setter and getter creation. It's also 
> nice to  have the ability to share shader resources (owned or not) between 
> multiple programs. 
>
> I was hopething that pyglet would get it's own shader class, so I think my 
> goals are a little different. I'm trying to make it as simple as possible, 
> while being usable for basic shader programs. Because of that, I was 
> thinking that the ShaderPrograms would be self contained. It also needs to 
> be Py2/3 dual compatible for now, since pyglet is supporting both. I'm not 
> yet sure how to handle the pre-3.0 shaders. My example code is using vertex 
> arrays, but I'm not sure if it's worth handling < 3.0 shader programs or 
> not. 
>
> If you don't mind, I may take a few ideas from your code. I'd also be 
> happy to hear your feedback or if you want to work on this. 
> -Ben
>
> On Friday, July 8, 2016 at 10:47:39 AM UTC+9, [email protected] wrote:
>>
>> I created a small shader library for pyglet. You might want to take a 
>> look at it:
>> https://github.com/gabdube/pyshaders
>>
>> Le mercredi 1 juin 2016 03:55:37 UTC-4, Benjamin Moran a écrit :
>>>
>>> I opened up a pull request for my simple ShaderProgram class I worked on 
>>> a few months ago. This is likely not suitable for merging in it's current 
>>> state, but I wanted to potentially spark up a bit of conversation on what 
>>> should be added/changed/modified/removed. The pull request is here:
>>> https://bitbucket.org/pyglet/pyglet/pull-requests/24/shader_class/diff
>>> The changes consist of two new files, so you could just copy/paste those 
>>> into a local directory for playing around with.
>>> Feel free to express your horror at what you see. It's obviously not 
>>> finished :)
>>>
>>> -------------------------------------------------
>>> The rest of this post are just some thoughts I've been having with 
>>> regards to modern OpenGL and pyglet: 
>>>
>>> When playing around with shaders and pyglet, some things come up: If you 
>>> use a newer OpenGL context, you have to give up all the nice pyglet 
>>> graphics classes and roll everything yourself. This is fine for advanced 
>>> use cases, but it's a huge drawback not being able to take advantage of the 
>>> awesome pyglet batches and other niceties. Using an OpenGL 3.0 context 
>>> bridges the gap, but of course this doesn't work on OSX (and old functions 
>>> are not even guaranteed to be available anyway by the spec). Looking 
>>> towards to a possible future where it might become necessary to support 
>>> OpenGL Core profiles, some thoughts are:
>>>
>>> 1. Fill the code base with a bunch of "if context > 3.0" statements and 
>>> a ton of duplicated methods for legacy and core OpenGL. 
>>> 2. Re-write the necessary pyglet classes to use the OpenGL Core profile, 
>>> including a default set of basic shaders that mimic the current 
>>> functionality.
>>>
>>> Option 1 seems foolhardy. Option 2 might be the best way to go. Perhaps 
>>> this timeframe would tie in with the eventual end of life for Python 2.x in 
>>> 2020. Dropping both Python 2 and legacy OpenGL at the same time would allow 
>>> a nice refresh. 
>>>
>>>

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