On Tue, Nov 12, 2013 at 6:21 PM, Nitneroc <[email protected]> wrote:
> Ok, this is much much more work than I thought... OpenGL and shaders are
> far from easy (for me at least), and are a new world to explore.
>
> I took a look at your code (thanks again) and tried to make it work over
> sprites. It seemed to work ok, and I decided to make it change the texture
> of my sprite. I thought it would be easy and just changed self.usetTex('tex',
> 0, GL_TEXTURE_2D, provider.image.texture.id) to self.usetTex('tex', 0,
> GL_TEXTURE_2D, over_sprite.image.texture.id)... But this generates an
> error : "pyglet.gl.lib.GLException: invalid operation". It's the
> BindTexture() from usetTex() that crashes.
>
> Do you have any hint ?..
>
>
assuming over_sprite is a sprite, the associated texture lives in
over_sprite._texture
> I guess this is just too hard for me at the moment, I should probably
> stick to the color attribute
>
Reading the code in pyglet.sprite may help you understand batches, also, as
I mentioned in other thread
in pyglet programing guide
http://www.pyglet.org/doc/programming_guide/batched_rendering.html
introduction to batches, see slides and code in
http://tartley.com/?p=378
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