could you provide an example of the correct usage of this? I have been
though the docs for ages and just don't see how to correct what I am
doing wrong.

doesn't image.blit() draw to the framebuffer and thus just "paints' it
on the screen in the foreground?  I want to paint to a texture of
either a cube or a simple square and perform transforms in space on
it  (we are wanting 'cool' looking effects)

One thing though, while not documented, there are width and height
parameters with image.blit() I discovered through various googling
efforts but was unsure and can't test just yet if the other blit
methods have these parameters.

If getting the texture always returns a square, I have two questions
regarding the rectangle and undocumented force_rectangle parameters:
1. what are they for
2. are they used?

Thanks,
Jason

On Jul 23, 6:20 pm, Tristam MacDonald <[email protected]> wrote:
> On Thu, Jul 23, 2009 at 4:56 PM, sevenseeker <[email protected]> wrote:
>
> > I am creating a single square and when I apply a texture to it, the
> > image is squashed against the bottom right.
>
> > Can someone please help me with this and save me from having to start
> > over with learning another toolkit?
>
> > Original Image:  http://imagebin.ca/view/Us6eHwt.html
> > Rendered Window:  http://imagebin.ca/view/nT7GdFv.html
> > Code:  http://paste.pocoo.org/show/130411/
>
> > Thanks for any assistance :)
> > Jason
>
> OpenGL textures (at
> least as implemented by pyglet) are always square. However, the loader
> should automatically make the texture square, and then return a
> TextureRegion instead of a Texture. The TextureRegion can be queried for the
> correct texture coordinate, rather than using the default coordinates of 0
> and 1.
>
> See the API docs for details of the correct function. Alternately,
> image.blit() should manage this itself.
> --
> Tristam MacDonaldhttp://swiftcoder.wordpress.com/
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