Great work so far, I've been playing around with it, and a lot of it is 
functional. Some things I've noticed from testing:

Creating a sprite without a batch will produce an error about not finding 
position in the shader.

Trying to manually do sprite.draw, even with a batch set, will not render 
anything.

Blitting images: No longer has blending enabled, you cannot enable blending 
through fixed function glEnable(GL_BLEND). 

Drawing sprites that are rectangles will not work. The sampler is set for 
texture2D, to do rectangles I believe you need to do texture2DRect. The 
default shaders are not setup for this. GL_TEXTURE_RECTANGLE_ARB 
and GL_TEXTURE_RECTANGLE_NV probably both need to be remove in favor for 
GL_TEXTURE_RECTANGLE (which I think still requires support detection). Also 
it looks like sampler2DRect is not a supported uniform right now.

>From what I understand, GL_TEXTURE_2D supports NPOT textures as of OpenGL 
2.0. NPOT may be something that can be removed as well if we are forcing 
core GL.

Trying to set the sampler manually to a different active texture is also 
not supported (will crash). Allowing different active textures might be 
something to look into as well.

There is no user exposed way to add custom shaders for existing sprites or 
groups.


On Friday, March 22, 2019 at 7:15:32 PM UTC-5, Benjamin Moran wrote:
>
> Hey everyone, 
>
> A shaders branch has been opened in the pyglet repository. This contains 
> my work-in-progress upgrade of the pyglet core to OpenGL 3+ (Modern 
> OpenGL). It is relatively complete, including sprites and simple text 
> labels, but needs more work and testing. Comments and pull requests are 
> welcome! https://bitbucket.org/pyglet/pyglet/branch/shaders
>
> This work was previously located in my personal fork. It started as a 
> proof of concept to see if the existing pyglet APIs could be kept, and it 
> turned out to be possible. 
> There is a lot of work and cleanup yet to do, but the current plan is that 
> this will be merged into default after the pending 1.4 release is pushed 
> out.
>
>
>

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