Ahar! Thanks - so it does. Thanks very much for the pointer. I shall interpret that as a clue as I look for why the text looks black in my own application. Obviously I made sure that vertex color is set to something non-black, but that hasn't fixed it.
On Nov 19, 8:29 pm, Tristam MacDonald <[email protected]> wrote: > 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 MacDonaldhttp://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=.
