I had to do a little bit of messing around with the code, but it WORKS! Notably (for anyone who's interested), I had to change
glStencilFunc(GL_NEVER, 0x0, 0x0) glStencilOp(GL_INCR, GL_INCR, GL_INCR) > DRAW STENCILS (color 1.0, 1.0, 1.0) ... into ... glStencilFunc(GL_NEVER, 0x0, 0x0) glStencilOp(GL_INCR, GL_INCR, GL_INCR) > DRAW WHOLE-SCREEN RECTANGLE (color 1.0, 1.0, 1.0) glStencilFunc(GL_NEVER, 0x0, 0x0) glStencilOp(GL_DECR, GL_DECR, GL_DECR) > DRAW STENCILS (color 0.0, 0.0, 0.0) Thanks a whole lot :] great suggestion. I would recommend you to all of my friends except this is the internet and that's not really how it works or something but you will be earning yourself an 8-pixel-high spot in our sorely lacking "special thanks" credit roll section! Yay! On Jan 24, 3:11 am, George Oliver <[email protected]> wrote: > On Jan 23, 12:28 pm, Droqen <[email protected]> wrote: > > > Time is somewhat of the essence, so if you think you might have even > > something to give me a rough idea, I'd appreciate hearing it! > > Rather than blending, you could look into using the stencil buffer. > > Here's a (approximate) example of what you could do: > > http://pseudogreen.org/bzr/pyglet_superbible/ch03/stencil.py -- 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]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
