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.
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