Re: ANGLE in PyOpenGL

Cyrille Rossant <[email protected]> Tue, 9 Apr 2013 17:55:40 +0100
Newsgroups gmane.comp.python.opengl.user
Message-ID <CA+-1RQTn7d9X0_kd4SSSbbQOfck5v6ERUMXUFWxYy7Qo+ZDF4Q@mail.gmail.com>
2013/4/9 Mike C. Fletcher <[email protected]>

> 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

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