Hunted around a bit, some possibly-related info here: http://code.google.com/p/pyglet/issues/detail?id=423. This was closed in August 2009 as fixed, but sounds very similar to what i'm seeing.
I can't test now, but the OP had this workaround: "Workaround -- simply disable the branch of the if..else... which attempts to call glMultiDrawElements. The remaining branches of the if will correctly handle the drawing without attempting to optimize things with a call to glMultiDrawElements" One of the comments (http://code.google.com/p/pyglet/issues/detail? id=423#c1) mentions: "I've got the same symptoms in a game I'm working on. It happened when I created an indexed vertex list in a batch, then called delete() on the vertex list, then tried to draw the batch again. Workaround suggested above works, thanks." I'll test when I can- anyone have an ideas as to why I might be seeing this again (with glMultiDrawElements NOT commented out)? -- 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.
