On Thu, Nov 19, 2009 at 3:27 PM, Tristam MacDonald <[email protected]>wrote:
> On Thu, Nov 19, 2009 at 3:06 PM, Jonathan Hartley <[email protected]>wrote: > >> I just realised I understand even less than I thought I did. >> >> The 'glColor3f(1.0, 0.0, 0.0)' in 'on_draw()', four lines from the >> bottom of that linked to code snippet. Modifying it demonstrates that >> it controls the color of the texture that then gets blitted to the >> screen. How the heck does that work? Surely the color of the pixels in >> the texture are already set long before 'on_draw()' gets invoked? > > > If GL_COLOR_MATERIAL is enabled, OpenGL multiplies all texture colours by > the interpolated vertex colour during texture-mapping. > > Thus, as long as the pixels in your texture are something sensible (i.e. > white), you can use glColor to re-colour the rendered texture on the fly. > Scratch that, I was thinking of lighting. The vertex colour *always* multiplies the texture pixel colour. -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- 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]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=.
