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/

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