On May 26, 2:51 pm, Jonathan Hartley <[email protected]> wrote:
> I used Florian's code for this
> previously, and one side-effect that I took a while to grok, but which
> turned out to be handy, is that you can choose to get the text on a
> bitmap which just has an alpha channel (no RG or B). This means that
> when using that as a texture (eg. in a sprite) then the current
> glColor value will be used to color the non-transparent text pixels.
> So you can easily display the text bitmap in a color of your choosing.

That's just how pyglet handles glyphs. Tough I think it's a bad idea
for the following reasons:
1) you can get the same coloring effect using an RGBA texture instead
of a LUMINANCE texture, with the colors all dialed to white, and the
alpha being the glyph
2) If you're putting it into a LUMINANCE texture, you can't use the
same texture for other assets that do have color, hence forcing you to
rebind a texture every time you want to draw a few quads of glyphs

These days (in the halogen gui toolkit) I actually convert pyglets
glyph information to RGBA in order to put it into the same texture
atlas I use for 9-patch images that decorate my buttons/widgets etc.,
so that during the course of drawing the whole GUI, I never need to
switch textures.


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