I'm not sure why, but that did the trick, thanks!

--Collin

On Dec 22, 12:42 pm, Alex Holkner <[email protected]> wrote:
> On 23/12/2008, at 5:34 AM, Collin <[email protected]> wrote:
>
>
>
>
>
> > Hello, I'm writing a small game using pyglet for it's OpenGL bindings
> > and other awesomeness and py-lepton <http://code.google.com/p/py-
> > lepton> for particle effects.  I'm having some issues integrating py-
> > lepton into my project, however.  I'm using pyglet.sprite.Sprite for
> > my sprites, they are working beautifully btw, which handle the texture
> > binding/rendering for me when I call batch.draw().  For py-lepton,
> > however, I must call glBindTexture to bind a texture drawn on the
> > particles for some cool fire effects.
>
> > I've worked this out by creating an batch group for these effects and
> > I call glBindTexture in the set_state method before rendering the
> > particles.  The problem is, I get a mixture of the fire textures and
> > another loaded texture drawn to the particles.  I've investigated this
> > issue, and it seems that the fire texture has the same texture id as
> > another loaded sprite.  All of my textures are loaded with
> > pyglet.resource.image(img-path).  Does anyone know how this could
> > happen?  I can provide some code samples if that would help.
>
> Use pyglet.resource.texture(...) if you only  want one image per  
> texture.
>
> Alex.
>
>
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