On Feb 16, 7:12 pm, Richard Jones <[email protected]> wrote: > On Wed, Feb 17, 2010 at 12:09 PM, Casey Duncan <[email protected]> wrote: > > Before rendering in lepton the texturizer does this: > > > glPushAttrib(GL_ENABLE_BIT); > > glEnable(GL_TEXTURE_2D); > > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, > > self->tex_filter); > > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, > > self->tex_filter); > > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, self->tex_wrap); > > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, self->tex_wrap); > > glBindTexture(GL_TEXTURE_2D, self->texture); > > > I'll try and figure out why the additional glBindTexture call makes a > > difference. Maybe calling it before glTexParameteri is significant. > > glTexParameter* apply to the currently-bound texture. > > Richard
Ah, perfect. That explains why toggling sprite rendering in my sample makes the particle rendering work. By restoring the previous texture before rendering the particle group, the correct texture is bound for the calls to glTexParameteri(). -- 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.
