doh, I made the monumental goof of not saving my file in the window I
was in and then running again.  The change I made was like you said,
using width and height instead of 1 and 0s

lol

Thanks a bunch, it works great now.  Back to hack'n
Jason

On Jul 24, 9:26 am, sevenseeker <[email protected]> wrote:
> I forgot one detail, when I try rectangle with our without
> force_rectangle I get a single color texture (but that is the correct
> dimensions)
>
> 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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