Chapter 6. Advanced Graphics – Shaders and Rendering

In this chapter, we will cover:

  • Using Carousel
  • Creating and using Atlas
  • Creating layouts
  • Editing shaders
  • Creating widgets
  • Creating your own shader
  • Rendering in a Framebuffer
  • Optimizing graphics

Introduction

Graphics have a relevant position in the Kivy environment. So, we want to go deeper into the possibilities opened by the framework. The previous chapter gave us the necessary tools to create our own graphics and animations. However, now we will describe how to use advance features, that is, the inclusion of OpenGL code in our app. OpenGL gives the ability to use 3D graphics, and it processes graphics faster than we did in the previous chapter.

In this spirit, we will review the creation of widgets and ...

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