Just for the record, the problem came from a mis-alignment of the quad. A slight translation (0.315,0.315) solved the problem.
Nicolas On Apr 22, 2:00 am, Nicolas Rougier <[email protected]> wrote: > I meant sorry instead of "sprru"... > > On 22 avr, 01:59, Nicolas Rougier <[email protected]> wrote: > > > After some more test (using glut and c++), it seems pyglet is not the > > cause of the problem. I think my code is wrong for some reason and I > > posted to comp.graphics.api.opengl to get some feedback. Sprru for the > > false alarm. > > > Nicolas > > > On 21 avr, 22:56, Alex Holkner <[email protected]> wrote: > > > > On Wed, Apr 22, 2009 at 1:14 AM, Nicolas Rougier > > > > <[email protected]> wrote: > > > > > I tested the same shader using SDL and glew and I do not get the odd > > > > lines effect. I guess pyglet is doing something different at some > > > > point but I'm rather clueless right now. > > > > Given that you're creating the texture yourself and using standard > > > window properties, there's nothing that pyglet could get in your way > > > with. I noticed that your SDL code uses a different test image at a > > > different size than your pyglet code. > > > > 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 -~----------~----~----~----~------~----~------~--~---
