Hi Erik, I think the issue with shaders on pyglet at the moment is that you need some ctypes knowlege in order to make use of the OpenGL bindings. There aren't currently any built-in abstractions that make things easier.
However, Gabriel Dube has recently released a new shader library for pyglet: https://github.com/gabdube/pyshaders That may do what you want. Have a look, and post back. -Ben On Tuesday, July 19, 2016 at 2:02:41 AM UTC+9, Erik Olson wrote: > > Hello! > > I am currently using pyglet for neuroscience research and have encountered > an issue. The program I currently have draws simple black primitives > (triangle fans, etc.) to a blank white screen. What I would like to do now > is to be able to draw some of the primitives which represent a background, > apply a gaussian blur using a shader, then draw the remaining objects on > top, unblurred. I have found extensive examples of shader classes to use > in pyglet, along with resources stating how to write shaders in GLSL. > However, I have found practically nothing explaining how to use existing > shaders to actually do things. Currently I am working with Tristam > McDonald's shader class, but I have no idea how I would actually get such > shaders to apply to what appears on the screen. > > What should the code actually look like? Are there any good resources or > examples (which I seem to be completely unable to find)? It seems like > anywhere discussing how to use shaders glosses over this part, which makes > me wonder if it's really obvious and I'm just an idiot. > -- 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.
