+1

release as pyglet 3.0? (migrate to python3-only as well to remove even more
cruft? :-)

On 5 June 2017 at 01:50, Benjamin Moran <[email protected]> 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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