On 16/02/2010, at 2:55 PM, Mike Wyatt wrote:
> I'm seeing a weird issue with drawing sprites and PyLepton particles.  I just 
> added some Lepton particles to my Pyglet project.  It sort of works, but all 
> the particles are rendered as colored quads with no texturing.
> 
> I attached a test script that is just a modification of Lepton's smoke sample 
> with the addition of a single sprite batch.  You should be able to see the 
> smoke rendered as quads when the script first runs.  Press any key to toggle 
> the sprite rendering.  After turning the sprite rendering off, the smoke is 
> suddenly rendered correctly.  Interestingly, the smoke still looks good even 
> when you toggle sprite rendering back on.
> 
> I'm sure I simply need to set some GL state before rendering the particles, 
> but nothing I've tried has worked.  Enabling blending, texturing, or 
> lighting, changing blend or shade modes, or disabling depth test didn't have 
> any effect.

I had to wrap my Lepton code in:

        glPushAttrib(GL_COLOR_BUFFER_BIT)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE)
        group.draw()
        glPopAttrib()

where "group" is the ParticleGroup instance.


      Richard

-- 
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.

Reply via email to