Re: [PyOpenGL-Users] ANGLE in PyOpenGL
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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 |