Thanks for the suggestion! I'm currently looking it over. I tried inserting the strings for an example vertex and fragment shader I found, but I haven't been able to get pyshaders to work. It keeps giving the following error:
Traceback (most recent call last): > File > "C:\Users\Erik\Documents\Programming\workspace\drawingLessons\src\draw.py", > line 12, in <module> > import pyshaders > File "C:\Users\Erik\Anaconda2\lib\site-packages\pyshaders.py", line 167 > c_type, bcount, setter, *mat_size = UNIFORMS_DATA[type] > ^ > SyntaxError: invalid syntax > Not really sure what's going on there. As far as I can tell the error seems to be an issue with pyshaders itself. On Wednesday, 20 July 2016 02:57:32 UTC-6, Benjamin Moran wrote: > > 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.
