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. > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
