Thread: [PyOpenGL-Users] ANGLE in PyOpenGL
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From: Cyrille R. <cyr...@gm...> - 2013-04-08 19:59:02
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Hi, Is it conceivable to implement ANGLE < https://code.google.com/p/angleproject/> in PyOpenGL? Windows users frequently have broken OpenGL implementations, even with the GPU manufacturer drivers correctly installed. Windows sometimes insists for using its native OpenGL 1.1 implementation instead of the GPU driver implementation, and it can be quite hard for some users to fix this. ANGLE allows to translate OpenGL ES calls to DirectX calls. That's how WebGL works in Chrome and Firefox on Windows. How complicated would it be to integrate it in PyOpenGL? Cyrille Rossant |
From: Mike C. F. <mcf...@vr...> - 2013-04-09 04:05:59
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On 13-04-08 03:58 PM, Cyrille Rossant wrote: > Hi, > > Is it conceivable to implement ANGLE > <https://code.google.com/p/angleproject/> in PyOpenGL? Windows users > frequently have broken OpenGL implementations, even with the GPU > manufacturer drivers correctly installed. Windows sometimes insists > for using its native OpenGL 1.1 implementation instead of the GPU > driver implementation, and it can be quite hard for some users to fix > this. > > ANGLE allows to translate OpenGL ES calls to DirectX calls. That's how > WebGL works in Chrome and Firefox on Windows. How complicated would it > be to integrate it in PyOpenGL? Well, as of right now, ES and EGL are just spike tests in PyOpenGL. Once they are working, it sounds like it might be possible to make ANGLE work. You'd need a layer that enabled ANGLE in your application, it looks like it basically just has some EGL entry points that let you connect to a Win32 Direct3D context... so you likely need some stubs to make that context available before you start doing the EGL operations. It doesn't really seem like something that should be *in* PyOpenGL, though. That is, you'd expect to see the EGL, and OpenGL-ES code in PyOpenGL and then a small shim that worked with ANGLE (likely having to deliver the ANGLE libraries with it). HTH, Mike |
From: Cyrille R. <cyr...@gm...> - 2013-04-09 16:55:48
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2013/4/9 Mike C. Fletcher <mcf...@vr...> > On 13-04-08 03:58 PM, Cyrille Rossant wrote: > > Hi, > > > > Is it conceivable to implement ANGLE > > <https://code.google.com/p/angleproject/> in PyOpenGL? Windows users > > frequently have broken OpenGL implementations, even with the GPU > > manufacturer drivers correctly installed. Windows sometimes insists > > for using its native OpenGL 1.1 implementation instead of the GPU > > driver implementation, and it can be quite hard for some users to fix > > this. > > > > ANGLE allows to translate OpenGL ES calls to DirectX calls. That's how > > WebGL works in Chrome and Firefox on Windows. How complicated would it > > be to integrate it in PyOpenGL? > Well, as of right now, ES and EGL are just spike tests in PyOpenGL. Once > they are working, it sounds like it might be possible to make ANGLE > work. You'd need a layer that enabled ANGLE in your application, it > looks like it basically just has some EGL entry points that let you > connect to a Win32 Direct3D context... so you likely need some stubs to > make that context available before you start doing the EGL operations. > It doesn't really seem like something that should be *in* PyOpenGL, > though. That is, you'd expect to see the EGL, and OpenGL-ES code in > PyOpenGL and then a small shim that worked with ANGLE (likely having to > deliver the ANGLE libraries with it). > Thanks. It would be nice if there were some documentation about how to do that when PyOpenGL is ready for it. Developers using PyOpenGL for their applications could then create a Windows package bundling ANGLE and the appropriate glue code for telling PyOpenGL to use this layer. Cyrille |