I’ve been working on implementing a quadtree based LOD system. I’m using Pyglet as a python binding for OpenGL and I’m getting some weird behavior, I’d like to know if I’m doing something wrong. Setting up my buffers: (input data are leaves of a quadtree to be decoded in the vertex shader) Draw call: source for test_shader: And this doesn’t
Tag: glsl
PyOpenGL – Minimal glDrawArrays Example
I’ve seen many minimal PyOpenGL examples, but none of the ones I’ve found make use of VAOs or glDrawArrays / glDrawElements. Instead they all use glVertex, glut shapes, and occasionally the old glCallList function. I’m now trying to write a minimal working example that uses vertex arrays and buffers for vertex data. If I understand PyOpenGL correctly, the following code