Hi there list,

I noticed that since I started subtly rotating my pyglet sprites (with 
images stored in a texture atlas), i am seeing brown artifacts along the 
sprite's top edges (here enlarged 8x):
http://brokenspell.googlecode.com/svn/trunk/docs/screenshots/unexpected-blend.png
I'm talking about the single-pixel straight lines above each duck.

I read what Brian wrote on this thread with much interest:
    "Depth buffer tile sorting?"
    
http://groups.google.com/group/pyglet-users/browse_thread/thread/7647b57bdec45235

Is what I am seeing perhaps exactly what Brian described? If so, as a 
bumbling user of pyglet, am I right to undertand that I may be able to 
fix it by:

a) Converting my images' pixels to use light-opacity RGBA, either at 
program start-up, or maybe in a build step? (or maybe there is some way 
to save this way from GIMP?)

b) Change my OpenGL blend mode from:

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

to:

        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)

(and presumably change it back again for rendering other things, as 
controlled by the groups in my batch)

Anything else I'll have to do that I've not realised yet?

Is there any mileage in (or work done on) a pyglet patch to perform this 
sort of operation on request?

Best regards,

    Jonathan

-- 
Jonathan Hartley      Made of meat.      http://tartley.com
[email protected]   +44 7737 062 225   twitter/skype: tartley


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