Then I guess I have to go and convince Gabe Dube for the extension.

Thanks for the info!

2016-09-30 14:56 GMT+02:00 Benjamin Moran <[email protected]>:

> Hi Gábor,
>
> Currently, pyglet has no built-in shader classes. This is something I
> would also like to see included in the future. I did start working on an
> implementation myself (just frag/vertex shaders for a start), but Gabe Dube
> released a very nice shader library for pyglet here:
> https://github.com/gabdube/pyshaders
> and also a nice gl buffers library here: https://github.com/gabdube/
> pyglbuffers
> As you can see though, there is no geometry shader support yet in his
> libraries, although it is on the TODO list.
>
> There are a few reasons why nobody got around to this yet. Pyglet recently
> went through an upgrade to a dual Python2/3 compatible codebase. Because of
> that, most of the commits happening in the last months/years have been
> bugfixes and only minor feature additions.
>
> The other reason, and perhaps the main one, is that pyglet's internal
> graphics module is mainly written around "classic" OpenGL. It's a really
> awesome module, but won't work if you request a newer OpenGL context.
>
> I think we're already reaching the point where it makes sense to update
> the graphics module to at least OpenGL 3.x profile, including some simple
> vertex/fragment shaders that mimic the current needs of the built-in sprite
> and text modules, so that it can remain easy to use for novice users.
>
>
> On Friday, September 30, 2016 at 7:41:00 AM UTC+9, Gábor Fekete wrote:
>>
>> I'm working on a little project as hobby. It uses pyglet mostly and I
>> want to render procedural planets and stuff with it.
>> My main problem is that pyglet does not support geometry shaders.
>>
>> Why is that? Is there any way that it will be supported in the near
>> future?
>> I really need this feature and I don't want to move to another language.
>>
>> If there is nobody on this feature, may I try to get to it?
>>
>> Thanks!
>>
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