That would make sense then ... I'll have to take a look at the create method
then, thanks.  That does seem odd though...

On Thu, Jan 14, 2010 at 10:58 PM, evil.phillip <[email protected]>wrote:

>
>
> On Jan 14, 1:29 pm, Zack Buhman <[email protected]> wrote:
> > I could figure that much out, but I couldn't quite understand how to do
> this
> > with Texture.__init__ like my example showed.
>
> pyglet.image.Texture's __init__ method does not actually create a
> texture in the OpenGL sense.  You need to allocate a block of memory
> for the texels, bind your texture id, and then call glTexImage2d to do
> that.  Or you can use Texture's create method which takes care of all
> of this for you.
>
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