Einar Forselv

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EDIT: Ignore this comment. I did not fully understand the problem.

It is that expensive to sort a player + npc spritelist by x and y position every frame? If we're talking about 10-20 sprites it can't be that bad?

Got a context created in OS X, but there are still some issues with the framebuffer to resolve. This is the `demo.py` example with no output to the window framebuffer..

More information in the pull request : https://github.com/jonwright/pyopengltk/pull/11

Works fine for me in moderngl-window ```python self._tk.bind("", self.tk_key_press) self._tk.bind("", self.tk_key_release) ``` Signature of callback methods are: ```python def tk_key_press(self, event: tkinter.Event) -> None: def tk_key_release(self, event: tkinter.Event) -> None:...

> `app.bind("", sys.exit)` > does not work at all, but mouse inputs do. I would never assume this actually working. tkinter might be discarding the callable you are providing for...

Also it might be better to `self.destroy()`, Using `sys.exit()` is not good practice.

oh. wait. Are you trying to register the events on the frame itself or using the tk root?

I have no idea yet. Thanks for the links. Will add that to the list of things to dig into. Can let this PR hang here for a while. We...

An alternative is using AGL : https://developer.apple.com/documentation/agl/agl Probabably a good idea to do a deep dive into the internals in TkInter. I'll make a `Frame` implementation for both cgl and...