On Fri, Jul 24, 2009 at 10:13 AM, sevenseeker <[email protected]> wrote:

>
> 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.


* self.square = pyglet.graphics.vertex_list(4,*
*                ('v2f', (self.window.width - 50, self.window.height - 50,*
*                         50, self.window.height - 50,*
*                         50, 50,*
*                         self.window.width - 50, 50)),*
*
*
*                 ### Note the texture coord usage*
*
*
*                 ('t3f', self.texture.tex_coords) )*

This makes your code work fine (albeit upside down).

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)


Ja, in this case you have to draw manually, as you were.

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?
>

Rectangular textures are an old (and very painful) mechanism to get
around the power-of-two texture dimension requirement
in OpenGL.
They have been replaced (on newer graphics cards) by the
GL_ARB_texture_non_power_of_two extension, but pyglet does not yet support
this - you can however create your own texture class to use it, if your
target hardware is new enough.

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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