PyOpenGL is normally distributed via PyPI using standard pip:
$ pip install PyOpenGL PyOpenGL_accelerate
The two carry the same version number and have to be equal. They are released
together and share the dispatch extension's generated tables, so a mismatched
pair does not degrade, it dispatches through the wrong slot indices;
PyOpenGL_accelerate therefore requires the exact PyOpenGL it was
released with. That constraint travels in one direction only: installing or
upgrading accelerate brings the matching PyOpenGL with it, while upgrading
PyOpenGL on its own leaves the older accelerate in place -- which pip
reports as a conflict once it has already installed, and other installers may
not report at all. Name both packages whenever you upgrade either:
$ pip install -U PyOpenGL PyOpenGL_accelerate
A pair that has come apart is refused when the first entry point is built, in a
message naming both versions. Until it is put right,
PYOPENGL_USE_ACCELERATE=0 in the environment runs on ctypes.
RELEASE-NOTES-4.0.md covers what changed between the 3.x series and 4.0, including the requirements a 3.x program has to meet.
You can install this repository by branching/cloning and running
pip:
$ cd pyopengl $ pip install -e . ./accelerate
Both at once, for the same reason. Between releases the version in this tree is on no index, so installing accelerate on its own asks PyPI for a version that is not there yet and the resolver refuses. Installing both from the checkout in one command resolves them against each other.
Note that to compile PyOpenGL_accelerate you will need to have a functioning Python extension-compiling environment.
PyOpenGL chooses its platform module and its array format handlers through a
plug-in registry (OpenGL.plugins), which names each one as a string and
imports it when something matches. A tool that follows import statements sees
none of them, and freezes an application that cannot load a platform at all.
PyOpenGL therefore ships its own PyInstaller hook, which PyInstaller finds by
itself through the pyinstaller40 entry point: there is nothing to configure
and nothing to list. It reports the modules the registries would import --
read from the registries themselves, so a plug-in added by another package is
carried too -- and on Windows the GLUT and GLE libraries, which
OpenGL.platform.ctypesloader opens by path. Those come from
PyOpenGL-glut-binaries where it is installed, so a frozen application gets
them if the build host asked for PyOpenGL[glut] and is frozen without GLUT
if it did not.
For another freezer, OpenGL.plugins.registered_modules() is the same answer
without PyInstaller in the way:
>>> from OpenGL import plugins
>>> plugins.registered_modules('OpenGL')
['OpenGL.arrays.buffers', 'OpenGL.arrays.ctypesarrays', ...]
If you are new to PyOpenGL, you likely want to start with the OpenGLContext tutorial page. Those tutorials require OpenGLContext, (which is a big wrapper including a whole scenegraph engine, VRML97 parser, lots of demos, etc) you can install that with:
$ pip2.7 install "OpenGLContext-full==3.1.1"
Or you can clone it (including the tutorial sources) with:
$ git clone https://github.com/mcfletch/openglcontext.git
or (for GitHub usage):
$ git clone https://github.com/mcfletch/pyopengl.git
The documentation pages are useful for looking up the parameters and semantics of PyOpenGL calls.
PyOpenGL has two implementations of the OpenGL entry points. The C
implementation is generated from the Khronos registry and reaches the driver
roughly seven times faster per call -- eleven times for a call that passes an
array. What a program gains from that depends on how much of its frame goes on
dispatch: one structured around shaders and buffer objects makes few calls per
frame, and the measured uplift on optimised PyOpenGL applications is about 5%.
Being compiled, the C implementation ships in PyOpenGL_accelerate:
$ pip install PyOpenGL PyOpenGL_accelerate
pip install PyOpenGL on its own gives the ctypes implementation, which is
pure Python and needs nothing compiled. The extension is built for CPython
only, so the C implementation runs where PyOpenGL_accelerate is installed
under CPython, and ctypes runs everywhere else. Where the C implementation is
available, ctypes is selected with:
$ PYOPENGL_DISPATCH=ctypes python yourprogram.py
Both implement the same API and the test suite runs under both. Asking for the C implementation where none was built is not an error -- the ctypes one stays in place -- so a program that means to be on it asks:
>>> from OpenGL import dispatch >>> dispatch.status() Status(requested='c', active='c', available=True, reason=None)
OpenGL.dispatch is also where a program says a context has become current or
been destroyed, which is what gives each context its own function pointer for
every entry point. See the C dispatch layer for what it covers, what
differs, and how to tell it that the current context changed.
OpenGL.EGL.devices reports which EGL devices a system offers and which of
them rasterise on the CPU, which is what a program needs before it can render
offscreen on a named device:
from OpenGL.EGL import devices
for device in devices.devices():
print(device.index, device.driver, device.software)
See EGL devices for what each field means, how the software question is
decided, and the eglGetPlatformDisplayEXT call a handle is for.
On macOS the equivalent is OpenGL.CGL, which creates a context with no
window and no window server -- CGL is the layer NSGL and AGL are built on, and
the only one of the three that will:
from OpenGL.CGL import OffscreenTarget, headless_context
with headless_context(profile='core3'):
target = OffscreenTarget(256, 256)
... # there is no framebuffer zero; draw into this
target.release()
See Offscreen OpenGL on macOS for the profiles available, how the renderer is chosen on a machine with no accelerated one, and why a framebuffer object is not optional there.
Windows has no EGL and no OpenGL ES of its own. ANGLE supplies both, by
translating ES onto Direct3D 11, and PYOPENGL_PLATFORM=angle is how
PyOpenGL binds to it:
PYOPENGL_PLATFORM=angle PYOPENGL_ANGLE_PATH=C:\path\to\angle # holding libEGL.dll, libGLESv2.dll
With those set, OpenGL.EGL and OpenGL.GLES2 work as they do on Linux:
pick a config, make a pbuffer current, and render with no window:
from OpenGL.EGL import eglGetDisplay, eglInitialize, eglBindAPI, ... from OpenGL.GLES2 import glClear, glClearColor, glReadPixels
The platform is chosen by asking for it and never by guessing. A Windows machine's OpenGL is WGL's, and a program that did not ask for ES goes on getting desktop GL from the driver.
It supplies OpenGL ES only. ANGLE has no desktop GL: it advertises
EGL_CLIENT_APIS of OpenGL_ES, offers no config carrying
EGL_OPENGL_BIT, and refuses eglBindAPI(EGL_OPENGL_API). So this
platform's GL is None, OpenGL.GL still imports, and calling a
desktop-only entry point raises NullFunctionError naming it rather than
binding to something that is not there. ES 1, 2 and 3 all come from
libGLESv2.dll, ANGLE's ES 1 emulation included.
PYOPENGL_ANGLE_PATH is needed because ANGLE is not installed system-wide:
it travels inside browsers and Electron applications, so a machine may hold
several copies of different ages. Without the variable the ordinary library
search runs, which finds an ANGLE that is on PATH and nothing otherwise.
See OpenGL ES through ANGLE for what a context can be asked for and what the platform does and does not supply.
OpenGL.Tk.GLFrame is an ordinary tkinter.Frame that owns an OpenGL
context on its own native window. Tkinter ships with Python, so this is the
one GUI toolkit that needs nothing installed, and the context is a core profile
by default -- shaders and vertex array objects, in a Tk application:
import tkinter
from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
from OpenGL.Tk import GLFrame
class Scene(GLFrame):
def initgl(self): # once, with the context current
glClearColor(0.2, 0.3, 0.3, 1.0)
def redraw(self): # per frame
glClear(GL_COLOR_BUFFER_BIT)
root = tkinter.Tk()
Scene(root, width=640, height=480).pack(fill='both', expand=True)
root.mainloop()
examples/tk_shader.py is a longer one. See OpenGL in a Tkinter widget
for what the context can be asked for, when it arrives, what happens when a
driver refuses one, and what became of the Togl-based widgets (they keep their
names and no longer need Togl).
You can run the PyOpenGL test suite from a source-code checkout, the easiest way to run the tests with the uv runner:
- git (for the checkout)
- GLUT (FreeGLUT)
- GLExtrusion library (libgle)
- GLU (normally available on any OpenGL-capable machine)
- [uv](https://docs.astral.sh/uv/)
Running the test suite from a top-level checkout looks like:
$ uv run --with tox,tox-uv tox
The result being a lot of tests being run in a matrix of environments. All of the environments will pull in glfw, some will also pull in numpy. Some will have accelerate, and some will not.
The test suite takes a long time to complete due to the matrix of supported configurations; it will open many windows, so it will be difficult to interact with your machine's keyboard as it runs.
On a powerful linux machine a single test run when uv has already cached all dependencies is around 90s (i.e. just for actually running the tests). There is a matrix of 6 python versions, 2 numpy conditions, and 2 acceleration conditions for around 40 minutes to run the full tox suite if you already have all dependencies built and cached.
You can run parallel test suites with tox's -p flag, but beware that you can crash your desktop that way.
The glfw window generally will not proceed if your Wayland session has locked or is otherwise preventing display of the windows.
You can set TEST_VISIBLE=false in your environment and many of the tests will run "headless" (i.e. will not create an on-screen display):
$ TEST_VISIBLE=false uv run --with tox,tox-uv tox
there are, however, a number of tests which do not respect this flag (mostly the test_checks.py suite which runs out-of-process scripts), for those which do the speedup and ergonimic improvement is considerable.
You can control the inter-test pause (dwell time) by setting the environment variable TEST_DWELL to a floating point value. Note that there is no point having a long dwell on non-visible runs, since the rendered frames will not be visible to you anyway.
You can use the pygame context for many test cases, to do so:
$ TEST_WINDOWING=pygame uv run --with tox,tox-uv tox
Keep in mind that pygame versions for python3.9 often do not support Wayland desktops.
The TEST_WINDOWING flag selects the windowing backend used by the
tests/gl, tests/gles and tests/glu suites:
glfw(the default) andpygamecreate an on-screen window. On a desktop these render on your GPU; inside a container whose compositor is software-rendered they will use llvmpipe regardless of the GPU present.cglis the headless backend on macOS: a CGL context with no window and no window server, which is the only kind those runners and remote shells can have.TEST_CGL_RENDERERpins the renderer kind (accelerated/any/software); unset, an accelerated renderer is preferred and the CPU one taken where there is no other. OpenGL-ES and a compatibility profile above 2.1 do not exist there, so cases wanting either are skipped with the reason.python tests/check_cgl_context.pyreports what a given Mac can give:$ TEST_WINDOWING=cgl uv run --with tox,tox-uv tox
eglis a headless backend that renders directly on a GPU through theEGL_EXT_platform_deviceextension, with no window system at all:$ TEST_WINDOWING=egl uv run --with tox,tox-uv tox
This is the right choice for CI / containers (e.g. with the NVIDIA container runtime), where it reaches the real GPU even though the on-screen path would fall back to llvmpipe. It forces
PYOPENGL_PLATFORM=egland serves both desktop OpenGL and OpenGL-ES contexts via an offscreen pbuffer; because there is no window,TEST_VISIBLEand the inter-test dwell do not apply. By default it picks the first non-software EGL device;LIBGL_ALWAYS_SOFTWARE=1(orGALLIUM_DRIVER=llvmpipe) asks for the software one instead, andTEST_EGL_DEVICE=<n>pins a device index. The two have to agree: Mesa refuses to force software rasterisation onto a display built on a hardware device and crashes rather than saying no, so a run that demands software and pins a GPU is refused by name. The legacy root-leveltests/*.pyhave no headless equivalent and fall back to a windowed backend under this setting. They need a display server to open their window on, and skip where there is none; run them under a virtual one to have them run:$ xvfb-run -a uv run --with tox,tox-uv tox
Every push to develop runs the suite against two unrelated OpenGL
implementations, both free for a public repository:
- Mesa's llvmpipe on a Linux runner, reached headless through the EGL device
platform -- no X server and no GPU, and the same renderer on every run. The
interpreters 3.10 to 3.14, both dispatch implementations, with and without
numpy, and with and without
PyOpenGL_accelerate: one tox environment per job, so a failure names the axis it happened on. - Apple's GL on the
macos-14andmacos-15runners, throughCGL. A second vendor's implementation is the half llvmpipe cannot cover: a call we get away with under Mesa because Mesa is lenient fails there. Those runners have no accelerated renderer, so what answers is Apple's CPU one.
GitHub's GPU runner is not an option for either: it is a larger runner, billed per minute on Team and Enterprise plans and never free, whatever the repository's visibility.
Reproduce the Linux job on a machine that has a GPU with:
$ LIBGL_ALWAYS_SOFTWARE=1 TEST_WINDOWING=egl python -m pytest tests/
Tests carrying the performance marker assert how fast something draws, which
a CPU rasteriser cannot answer, so that job deselects them with
-m "not performance".