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
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