This release is a pre-release and may not be stable for production use.
PyOpenGL is normally distributed via PyPI using standard pip:
$ pip install PyOpenGL PyOpenGL_accelerate
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, because PyOpenGL_accelerate requires the exact PyOpenGL it pairs with: the two are released together and its dispatch extension’s tables are generated from that PyOpenGL, so a mismatched pair does not degrade, it dispatches through the wrong slot indices. Between releases that version is in this tree and 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.
Freezing an application
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 DLLs, which OpenGL.platform.ctypesloader opens by path.
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', ...]
Learning PyOpenGL
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.
Choosing a dispatch implementation
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.
Rendering without a display server
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.
OpenGL in a Tkinter window
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).
Running Tests
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)
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.
Test Suite Concerns
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) and pygame create 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.
cgl is 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_RENDERER pins 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.py reports what a given Mac can give:
$ TEST_WINDOWING=cgl uv run --with tox,tox-uv tox
egl is a headless backend that renders directly on a GPU through the EGL_EXT_platform_device extension, 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=egl and serves both desktop OpenGL and OpenGL-ES contexts via an offscreen pbuffer; because there is no window, TEST_VISIBLE and the inter-test dwell do not apply. By default it picks the first non-software EGL device; LIBGL_ALWAYS_SOFTWARE=1 (or GALLIUM_DRIVER=llvmpipe) asks for the software one instead, and TEST_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-level tests/*.py have 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
Continuous integration
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-14 and macos-15 runners, through CGL. 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".
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