To manually creating and managing vertex buffers, pyglet provides a high level Once you have a ShaderProgram, you need vertex data to render. (If no existingĭomain is available, a new one is created). ShaderProgram’s attributes to an appropriate VertexDomain. When the VertexList is created in step 2, pyglet automatically matches the.Users do not need to worry about creating the internal buffers themselves. User creates a new VertexList with the vertex_list() method.Vertex attribute metadata is introspected ShaderProgram is able to generate VertexLists directly. Provide a simple “view” into a portion of a VertexDomain’s buffers. VertexLists sit in-between The VertexDomains and the ShaderProgram.Usually not done directly, but instead through the use of VertexLists. They maintain ownership of raw OpenGL vertexĪrray buffers, that match a specific collection of vertex attributes.īuffers are resized automatically as needed. VertexDomains at at the lowest level, and users will generally not need to.Introspection, and provides methods for automatically generating buffers ShaderProgram are at the highest level, and are simple abstractions over.In more detail in the following sections, but a rough overview is as follows: “VertexDomains”, “VertexLists”, and “ ShaderProgram”. Pyglet’s rendering abstractions cosist of three major components: For advanced users, these abstractions can still help to avoidĪ lot of the OpenGL boilerplate code that would otherwise be necessary to write Use vertex arrays and vertex buffer objects internally to deliver high The aphics module provides high level abstractions that The OpenGL interface is exposed via the pyglet.gl moduleįor new users, however, using the OpenGL interface directly can be daunting. Uniform Buffer Objects (Uniform Blocks)Īt the lowest level, pyglet uses OpenGL to draw graphics in program windows.
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