Hi Nick, 

I've added that description/link to the docs: 
https://pyglet.readthedocs.io/en/latest/index.html#third-party-libraries
If you could give the Shader classes a try, that would be great. They have 
only really been tested with simple things that pyglet needs internally, so 
not all types are covered yet. 
Also, the code for setting/getting of Uniforms and 
UniformBufferObjects/UniformBlocks could definiltly use a review by someone 
who's better at this stuff than I am. Any feedback or suggestions would be 
most appreciated.


On Monday, February 5, 2018 at 8:08:31 PM UTC+9, Nick Del Grosso wrote:
>
> Hi Benjamin,
>
> No problem, I understand.  Any way I can contribute would be great!  I'll 
> also look at using your Shader implementation in ratcave (no need to 
> reinvent the wheel and all, and I think your implementation is very well 
> done!); in either case, ratcave doesn't rely on a given shader 
> implementation--it just catches the OpenGl error if a shader isn't bound 
> when it tries to send uniforms--so any user that wants to mix and match 
> packages won't have any problems.
>
> And thank you for offering to add the project on the Pyglet page, that 
> would be great!  
>
> Title: Ratcave: A Simple Python 3D Graphics Engine extension for Pyglet, 
> Psychopy, and PyGame.
> Link: https://github.com/neuroneuro15/ratcave
> Description: Ratcave provides a simple OOP interface for loading, 
> positioning, and drawing 3D scenes in OpenGL windows.  It's a great fit for 
> simple games and scientific behavioral experiments!
>
> Best wishes,
>
> Nick
>
>
> On Mon, Feb 5, 2018 at 3:31 AM, Benjamin Moran <[email protected] 
> <javascript:>> wrote:
>
>> Hi Nick, 
>>
>> Firstly, nice progress you've made. I would be happy to add your library 
>> to the projects section in the documentation:  
>> https://pyglet.readthedocs.io/en/latest/index.html#projects-using-pyglet 
>> Just let me know the description and preferred link, and I'll add it in. 
>> It's not much, but we don't have a proper website at the moment. 
>>
>> About this model module, it's mainly just about getting the abstractions 
>> right, such as what attributes make sense to expose. We should also ensure 
>> the codec system makes sense for adding additional model parsers. Similar 
>> to the Sprite class in scope. 
>>
>> As you might know we are planning to move pyglet's core to GL3+ in the 
>> future. I would be very interested in talking with you regarding this work. 
>> Some necessary internal classes for supporting everything are necessary, 
>> such as shader/shader program abstractions. These are duplicated in 
>> projects like yours, but in the future it would be nice to ensure the 
>> built-in classes are useful by other projects as well. The current rough 
>> implementation of the shader module for example, is here: 
>> https://bitbucket.org/HigashiNoKaze/pyglet/src/aec97ee54c670ce983041b39284b9794f78ceac0/pyglet/graphics/shader.py?at=shaders&fileviewer=file-view-default
>>
>>
>>
>>
>> On Saturday, February 3, 2018 at 5:58:54 PM UTC+9, Nick Del Grosso wrote:
>>>
>>> Hi, 
>>>
>>> In response to this addition,  I'd like to recommend my 3d model package 
>>> Ratcave again as an extension package for Pyglet and Pygame users. It has 
>>> been quite improved since I last suggested it on this mailing list, with a 
>>> cleaner interface and more tests. It uses modern opengl and shaders to stay 
>>> performant, and it works as a drop-in extension to any opengl context. 
>>> Models are drawn with draw(), cameras, lights, shaders, etc. use context 
>>> managers, which keep things cclean-lookin, and it also includes an OBJ file 
>>> parser. Finally, deferred rendering is made simple with context manager 
>>> FBOs and Textures, which has made it an effective teaching tool for 
>>> shaders. 
>>>
>>> https://github.com/neuroneuro15/ratcave
>>>
>>> https://ratcave.readthedocs.io/en/latest/tutorial1.html
>>>
>>> For simple games and apps, it has been more than enough.  There's 
>>> certainly still room for improvement, of course. Any contributions and 
>>> suggestions are welcome! 
>>>
>>> Best wishes, 
>>>
>>> Nick 
>>>
>>>
>>> On Friday, February 2, 2018, Benjamin Moran <[email protected]> wrote:
>>>
>>>> Hi everyone, 
>>>>
>>>> I know this has been quiet for a while, but I figured it was a good 
>>>> time to think about merging in the basic framework for the model class. I 
>>>> think this work gets a lot more interesting with GL3+, but at least we can 
>>>> get some things worked out in the mean time. You can find my pull request 
>>>> here, and feedback would be greatly appreciated:
>>>> https://bitbucket.org/pyglet/pyglet/pull-requests/108/3dmodel/diff
>>>>
>>>> This consists of a new pyglet.model module. The structure is very 
>>>> similar to pyglet.image. There is also a single codec for obj files, which 
>>>> was based on some older /contrib code. This codec is crude and unfinished, 
>>>> but works well enough for a placeholder. 
>>>>
>>>> The pyglet.model.__init__ file contains the new `Model` class, as well 
>>>> as two Groups (for textured, or non-textured meshes). The main thing we 
>>>> need to flesh out is the `Model` class. In particular, which attributes we 
>>>> need to consider. Currently there is a `vertex_list_map`, which contains a 
>>>> mapping of the vertex lists and which Groups they are using (as some 
>>>> models 
>>>> have multiple meshes with different properties).
>>>>
>>>> I'm thinking at the least we should add an `add_to_texture_bin` method, 
>>>> similar to Animations. This would also be useful for the resource module, 
>>>> so models loaded through there could optionally be added to the interal 
>>>> resource module texture bins (as Animations can be). 
>>>>
>>>> I'm not an expert on these things, so any feedback is appreciated!
>>>>
>>>> -Ben
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Tuesday, July 18, 2017 at 4:08:42 PM UTC+9, Nick Del Grosso wrote:
>>>>>
>>>>> Hi Benjamin, 
>>>>>
>>>>> That makes sense. Thank you for taking a look at ratcave! 
>>>>>
>>>>> Best wishes, 
>>>>>
>>>>> Nick 
>>>>>
>>>>> On Jul 11, 2017 10:24 AM, "Benjamin Moran" <[email protected]> wrote:
>>>>>
>>>>> As a follow up Nick, 
>>>>>
>>>>> You've recreated a lot of things that will potentially end up in 
>>>>> pyglet core at some point. This is more related to the other thread about 
>>>>> an eventual move of the pyglet codebase to GL3+. It looks like we can 
>>>>> leverage most of the existing pyglet.graphics module when we move forward 
>>>>> with that, so it makes sense for the Model framework to use the existing 
>>>>> API for a start.
>>>>>
>>>>> I see that you've written a nice obj loader, which is a lot cleaner 
>>>>> than the quick one I've hacked together :)
>>>>>
>>>>>  
>>>>>
>>>>>
>>>>> On Thursday, July 6, 2017 at 11:36:19 PM UTC+9, Nick Del Grosso wrote:
>>>>>
>>>>>> Hi Benjamin,
>>>>>>
>>>>>> Thank you for the compliment!
>>>>>>
>>>>>> Best wishes,
>>>>>> NIck
>>>>>>
>>>>>> On Thu, Jun 29, 2017 at 9:06 AM, Benjamin Moran <[email protected]> 
>>>>>> wrote:
>>>>>>
>>>>>>> Hi Nick, 
>>>>>>>
>>>>>>> I was browsing through your code, and it looks like a nice project.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Wednesday, June 28, 2017 at 5:35:32 PM UTC+9, Nick Del Grosso 
>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Hi all,
>>>>>>>>
>>>>>>>> The ratcave package I wrote (
>>>>>>>> https://github.com/neuroneuro15/ratcave) and use in my virtual 
>>>>>>>> reality research is exactly this.  
>>>>>>>>
>>>>>>>> Documentation and Tutorials:  
>>>>>>>> http://ratcave.readthedocs.io/en/latest/introduction.html#features
>>>>>>>>
>>>>>>>> Best wishes,
>>>>>>>>
>>>>>>>> Nick
>>>>>>>>
>>>>>>>> On Mon, Jun 19, 2017 at 4:29 AM, Benjamin Moran <[email protected]
>>>>>>>> > wrote:
>>>>>>>>
>>>>>>>>> I still plan on merging in the basic framework for Models, but 
>>>>>>>>> first I'm going over Steve's work on the documentation.
>>>>>>>>>
>>>>>>>>> Regarding loading the files, I realize we'll have to do something 
>>>>>>>>> regarding binary versus ascii formats. My initial thinking is that we 
>>>>>>>>> should default to loading as binary for everything, and just decode 
>>>>>>>>> to 
>>>>>>>>> ascii inside the ModelDecoders if necessary. This would prevent a bit 
>>>>>>>>> of 
>>>>>>>>> waste inside the load and resource methods. 
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Friday, June 9, 2017 at 12:46:36 AM UTC+9, Benjamin Moran wrote:
>>>>>>>>>>
>>>>>>>>>> Other modules support loading resources from either a file object 
>>>>>>>>>> or just a filename, which the model one does as well. 
>>>>>>>>>>
>>>>>>>>>> The obj codec (so far) uses the os module to find the base path 
>>>>>>>>>> of the file object, and locates the other material and image files 
>>>>>>>>>> that way.
>>>>>>>>>>
>>>>>>>>>> There might be some hiccups that will pop up once trying to use 
>>>>>>>>>> the resource module, but nothing we can't solve. Any suggestions 
>>>>>>>>>> welcome, 
>>>>>>>>>> as always.
>>>>>>>>>>
>>>>>>>>>> -- 
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