Yeah, that's fair. Maybe it's time that pyglet became a collection of
libraries.

On the other hand, we do need to overhaul pyglet itself to provide all the
modern OpenGL primitives. And those primitives aren't very useful to
newcomers without a high-level abstraction over models/scenes...

Maybe go the other direction. Produce a pyglet-core with just the OpenGL
primitives, and make pyglet itself a meta-package over pyglet-core,
pyglet-scene, etc?
On Wed, Jun 7, 2017 at 09:07, Steve Johnson <[email protected]> wrote:

> I question the idea of including any of this stuff in pyglet. It is
> already a large library.
>
> Why not start by creating a third party module, letting it stabilize on
> its own, and rolling it into pyglet when it has proved its usefulness and
> quality?
>
> Honestly, if I were designing pyglet from scratch, I would create four
> separate libraries. Dependency management and app packaging in the Python
> ecosystem are not as hard as they used to be.
>
> On Wednesday, June 7, 2017 at 8:29:11 AM UTC-7, swiftcoder wrote:
>
>> Gltf would be a natural choice, in many ways:
>>
>> https://github.com/KhronosGroup/glTF
>>
>> It's an open interchange format, with some degree of tool support (and
>> very easy to write converters for).
>>
> On Wed, Jun 7, 2017 at 08:08, DR0ID <[email protected]> wrote:
>>
> On 07.06.2017 05:29, Benjamin Moran wrote:
>>>
>>> OK, loud and clear. I won't waste effort on transform methods.
>>>
>>> Another question is what types of codecs we should try to include other
>>> than obj, and who wants to write them? :)
>>>
>>>
>>>
>>>
>>> On Wednesday, June 7, 2017 at 10:34:31 AM UTC+9, Richard Jones wrote:
>>>>
>>>> There absolutely has to be a default vertex and fragment shader with
>>>> this implementation, yep.
>>>>
>>>> On 7 June 2017 at 11:19, Tristam MacDonald <[email protected]> wrote:
>>>>
>>>>> I think it's going to end up actively harmful.
>>>>>
>>>>> We need to give them the tools to do GPU transforms anyway (a class
>>>>> for placing models in the scene, default uniforms for the transform
>>>>> matrices, and a default vertex shader), at which point having methods to
>>>>> also pre-transform models on the CPU are redundant and/or confusing.
>>>>>
>>>>> On Tue, Jun 6, 2017 at 18:12, Benjamin Moran <[email protected]>
>>>>> wrote:
>>>>>
>>>>>> Thanks for your feedback Tristam. I actually do agree with both of
>>>>>> you guys that this is GPU/shader territory.
>>>>>>
>>>>>> I am mainly looking at it from the viewpoint of a user thats using
>>>>>> Pyglet 1.3, and has little or no OpenGL knowledge.
>>>>>> For example, I have a little side-scrolling shoot-em-up game I made
>>>>>> to play around with projection and "2.5D" style side scrolling. Lets say 
>>>>>> I
>>>>>> have a single asteroid model that I want to place in the background at
>>>>>> various random positions and rotations. Having a few transform methods
>>>>>> would let you randomly place them at runtime without needing to create a
>>>>>> full scene in an editor.
>>>>>>
>>>>>> That's basically it. Do you think it would harmful to include
>>>>>> transform methods, in the sense that we would be giving users tools that
>>>>>> they probably shouldn't really be using anyway?
>>>>>>
>>>>>>
>>>>>> On Tuesday, June 6, 2017 at 11:45:13 PM UTC+9, swiftcoder wrote:
>>>>>>
>>>>>>> I'm not sure it's worthwhile to include *at all*. What's the
>>>>>>> advantage of doing that, versus transforming the model on the GPU?
>>>>>>>
>>>>>>> Matrix * vector operations in the vertex shader are really cheap,
>>>>>>> and most programs are limited by the fragment shader performance.
>>>>>>>
>>>>>>> The only case where this might be a win is if you are assembling a
>>>>>>> level from singular geometries at runtime. Which seems a vanishingly
>>>>>>> unlikely case - generally you would assemble static elements in your
>>>>>>> editor, and then add multiple copies of props, etc at runtime.
>>>>>>>
>>>>>> On Tue, Jun 6, 2017 at 00:29, Benjamin Moran <[email protected]>
>>>>>>> wrote:
>>>>>>>
>>>>>>
>>>>>>>>
>>>>>>>>> ISTM that gross operations on the model (transformations on all
>>>>>>>>> vertices like the translation - I think that's what you mean by 
>>>>>>>>> "shifting
>>>>>>>>> the model") should be handled entirely by a shader, and no actual 
>>>>>>>>> vertex
>>>>>>>>> data manipulation, since setting the shader variable will be 
>>>>>>>>> infinitely
>>>>>>>>> faster.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>      Richard
>>>>>>>>>
>>>>>>>>> Yes, sorry, I do mean translation. And you're absolutely right
>>>>>>>> that it's silly to do these types of transformations on the CPU in a
>>>>>>>> realtime application.
>>>>>>>> I was mainly thinking that it's useful to have transform methods to
>>>>>>>> reposition static objects in the scene when you first load them.
>>>>>>>> I think the only possibilities are passing arguments to the
>>>>>>>> pyglet.model.load function, or doing it right after loading. If you do 
>>>>>>>> it
>>>>>>>> after loading, the following three methods should cover most bases:
>>>>>>>> Model.update(x, y, z)     # Translate on a specific axis.
>>>>>>>> Model.scale(1.0)          #  Rescale the entire model.
>>>>>>>> Model.rotate(x, y, z)     #  Rotate along one or more axis.
>>>>>>>>
>>>>>>>> This would come with a big fat warning about not doing this every
>>>>>>>> frame, and of course using shaders is going to be necessary for most 
>>>>>>>> things.
>>>>>>>> Does that sound reasonable?
>>>>>>>>
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>>>
>>> Hi there
>>>
>>> Not sure if you would like an external dependency or not, but there is
>>> assimp, see
>>>
>>> http://www.assimp.org/index.html
>>>
>>> It loads various formats to the same structure so the code will only
>>> have to worry about one format internally (I haven't used it yet, but
>>> probably will try it out in future).
>>>
>>> And I don't see the point to write your own codecs if some one else
>>> already has gone through the trouble making such a library.
>>>
>>> But sure, pyglet could focus on just one or few formats and that would
>>> be probably enough (since there are other ways to convert a model to the
>>> supported format). I would like a format where one can define bones and
>>> animations too. But that is just my wish.
>>>
>>> Keep up the good work.
>>>
>>> ~DR0ID
>>>
>>>
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