On May 27, 5:49 am, Florian Bösch <[email protected]> wrote:
> 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.


Ah! That makes perfect sense now that you point it all out. Thanks for
the insight.

-- 
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