Sure, but my point stands about needlessly adding new stuff to an 
already-big library when it would work 100% as well as a third party 
library.

On Wednesday, June 7, 2017 at 4:09:20 PM UTC-7, Richard Jones wrote:
>
> Careful, folks. Please don't kill off this actually very useful 
> contribution to pyglet by sidetracking it into a massive (unnecessary, 
> bordering on harmful in my opinion) refactoring.
>
>
>      Richard
>
> On 8 June 2017 at 03:36, Steve Johnson <[email protected] <javascript:>> 
> wrote:
>
>> YES! As I was typing my last email I was considering breaking it down 
>> explicitly like that, but decided to be vague instead.
>>
>> pyglet_core (gl, window, canvas, no dependencies)
>> pyglet_utils (event, clock, no dependencies)
>> pyglet_media (media)
>> pyglet_graphics (graphics)
>> pyglet_drawing (sprite, text)
>> pyglet_assets (resource, image)
>> pyglet_input
>> pyglet_transforms??
>> pyglet_models??
>>
>> And then tie it all together with the pyglet superpackage, which has 
>> pyglet.app.
>>
>> You could also split the maintainer responsibility up across modules, 
>> version them separately, and have clear API touch points between them. They 
>> could remain in the same repo to keep things simple. The docs could be 
>> unified, or split up and linked using intersphinx, with the high level 
>> guides living in the main pyglet repo. (Reading back over this paragraph, 
>> though, that seems like too much overhead for the number of people on this 
>> project.)
>>
>> The split would solve a problem I had recently: if you want to use pyglet 
>> just for audio (in this case I was doing my graphics with BearLibTerminal), 
>> you have to do some pyglet.options voodoo. I'd rather just import 
>> pyglet_audio. It's the nicest way to do audio in Python by far.
>>
>> On Wednesday, June 7, 2017 at 10:11:26 AM UTC-7, swiftcoder wrote:
>>>
>>> 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? 
>>>>>>>>>>>
>>>>>>>>>>> -- 
>>>>>>>>>>> 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.
>>>>>>>>>>>
>>>>>>>>>> -- 
>>>>>>>>> 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.
>>>>>>>>>
>>>>>>>> -- 
>>>>>>>> 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.
>>>>>>>>
>>>>>>>
>>>>>>> -- 
>>>>>> 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.
>>>>>>
>>>>>>
>>>>>> 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
>>>>>>
>>>>>>
>>>>>> -- 
>>>>>> 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.
>>>>>>
>>>>> -- 
>>>> 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.
>>>>
>>> -- 
>> 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] <javascript:>.
>> To post to this group, send email to [email protected] 
>> <javascript:>.
>> Visit this group at https://groups.google.com/group/pyglet-users.
>> For more options, visit https://groups.google.com/d/optout.
>>
>
>

-- 
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.

Reply via email to