I think my way of accessing the texture id worked ok 
(sprite.image.texture.id instead of sprite._texture.id) , but the rest is 
way over my head. 
Thanks again for your help and pointers, I'll have a look at all this stuff

Le mardi 12 novembre 2013 23:39:01 UTC+1, Claudio Canepa a écrit :
>
>
>
>
> On Tue, Nov 12, 2013 at 6:21 PM, Nitneroc <[email protected]<javascript:>
> > 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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