As best I can tell, the error occurs purely from trying to import pyshaders. I tried running solely "import pyshaders" with no other code, and it still gave the same error. It appears to be taking issue with:
File "C:\Users\Erik\Anaconda2\lib\site-packages\pyshaders.py", line 167 > c_type, bcount, setter, *mat_size = UNIFORMS_DATA[type] > and in particular once it reaches the asterisk (which makes it a rather annoying error to try to search for on google). I might indeed report this as a bug, if looking into those extensions doesn't yield anything. On Thursday, 21 July 2016 19:43:28 UTC-6, Benjamin Moran wrote: > > I'm not very familiar with the library yet, but from what I can see it > requires activating some extensions for higher level GLSL support. If you > can share a copy of the code you're trying to run, I can give it a try > here. You might also consider just openening up a ticket on the project > page if it turns out to be a bug. > > > > On Thursday, July 21, 2016 at 5:14:31 AM UTC+9, Erik Olson wrote: >> >> 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.
