On Mar 29, 2:04 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote: > > The texture coordinate array is enabled but not valid in these cases. > The following is a simple fix: > > glDisableClientState(GL_TEXTURE_COORD_ARRAY) > glDrawArrays(GL_POINTS, 0, len(self.__particles)) > glEnableClientState(GL_TEXTURE_COORD_ARRAY) > > I tend to glPushClientAttrib, enable just the necessary arrays, draw, > then glPopClientAttrib to avoid these kinds of problems (at the cost > of some state switching overhead).
Excellent pointer, Alex - thanks! This seems to be the case. By the way is this overhead measurable? I mean, to have hundreds of pushes/enables/pops vs hundreds n-times enables/disables per frame? -- serg. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
