Ok, sorry for being unclear (as if being a noob wasn't enough) !
What I meant, was that sprite._texture or sprite.image.texture were the
same thing.
your code works perfectly, adding those line definitely works:
self.sprite = Sprite('grossini.png')
self.textures.append(self.sprite._texture)
What I don't understand is why this does not work :
self.sprite = Sprite('grossini.png')
self.textures.append(self.sprite._texture)#nothing changed yet
self.sprite2 = Sprite('grossinis_sister2.png')
self.textures.append(self.sprite2._texture)#just adding another sprite's
texture
this last code raises "pyglet.gl.lib.GLException: invalid operation" when I
press Up arrow enough to select the sprite2 texture.
It is currently a batch of sprites that I meant to darken, but this was
before I knew of another way to draw stuff to screen. It's more like tiles
that I'm drawing, so a simple VertexList would probably work, without the
overhead.
Once again Claudio, many many thanks for your help
Le mercredi 13 novembre 2013 22:39:18 UTC+1, Claudio Canepa a écrit :
>
>
>
>
> On Wed, Nov 13, 2013 at 6:03 PM, Nitneroc <[email protected]<javascript:>
> > wrote:
>
>> I think my way of accessing the texture id worked ok (
>> sprite.image.texture.id instead of sprite._texture.id)
>>
>
> ???
>
> Modifying test_shader_examples.py by adding near the end of
> TestLayer.__init__
>
> self.sprite = Sprite('grossini.png')
> self.textures.append(self.sprite._texture)
>
> you can switch to the grossini visual with the up-down arrow, it shows as
> it should, and switching shaders with left - right arrows works.
>
> If I change self.sprite._texture to self.sprite.image.texture.id , I get
> a traceback:
> ...
> File "..\cocos\cocosnode.py", line 676, in visit
> self.draw()
> File "test_shader_examples.py", line 70, in draw
> glBindTexture(GL_TEXTURE_2D, self.texture.id)
> AttributeError: 'long' object has no attribute '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
>>
>
> Take it easy, write simple code to exercise what you see in tutorials,
> modify slightly the code in tutorials to grasp the domain.
>
> BTW, it is a batch of sprites what you want to darken ?
>
>
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