I am incredibly excited by this and I hope everyone agrees to go forward 
with it.

On Sunday, June 4, 2017 at 8:50:31 AM UTC-7, Benjamin Moran wrote:
>
> Hi all, 
>
> This thread is to discuss migrating pyglet to an OpenGL 3+ core profile at 
> some point in the future. The cons are losing support for (what is now) 
> very old graphics hardware. The pros are many, but include allowing usage 
> of modern shaders and OpenGL features. We would want to keep pyglet usable 
> without any OpenGL knowledge, which would mean a set of basic shaders that 
> mimic the current functionality. 
>
> I've already hacked on my personal branch of pyglet to see if this is 
> possible while keeping with the current pyglet structure, and I think it 
> might be. I'm no OpenGL expert, but I think the following ideas will work: 
>
>    1. Each Batch encompasses one VAO.
>    2. Each Group can contain shader programs.
>    3. The current default Group, which is a NullGroup, will instead 
>    contain a basic shader program.
>    4. The pyglet.graphics module remains the same. The default shaders 
>    will contain attributes that match the expected names.
>    5. If you wish to use your own shaders, and wish to use the 
>    pyglet.graphics.attribute clases, you must use the same attribute names 
> (as 
>    these are hardcoded in the module).
>
> I've already tried this, in that I hacked the pyglet.graphics module to 
> work with OpenGL 3+. This means vertex lists and batches both work, and you 
> can create and draw primitives just like normal. The Sprite module is also 
> working, but is broken because the current default shader is too crude to 
> handle texture data correctly. It's just a proof of concept at this stage. 
> You can find my fork here:
>
> https://bitbucket.org/HigashiNoKaze/pyglet/branch/shaders
>
>
>
>

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