On Fri, Feb 27, 2009 at 10:14 AM, Florian Bösch <[email protected]> wrote:
> > On Feb 26, 9:58 pm, DR0ID <[email protected]> wrote: > > I think it is just black at initialization. You need some random values > > in the initial texture to work. (Vista and some other OS/newer driver > > seem to null the texture memory, so no random values are present as in > > older/other systems/drivers). > > Yeah but the point kinda is that if you can't attach multiple > (possibly non RGBA) textures to a framebuffer, stack and restore > nested opengl state (also of programs, framebuffers, textures etc.) > and wrap this up in a convenient and short semantic and syntax, the > going gets kinda though very soon. The shader class is pulled from my current game project ( http://darkcoda.googlecode.com). You can find a much newer version in the SVN there, which caches attribute locations, among other things - although the source is not as clean. The project also contains a rudimentary renderer built on top of pyglet, but it isn't particularly user friendly at this stage. -- Tristam MacDonald http://swiftcoder.wordpress.com/ --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
