2013/4/9 Mike C. Fletcher <mcfletch@vrplumber.com>
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.