Hi All!
I've solved the problem. I was specifying the texture coordinates ('t2f'
[0, 0, 1, 0, 1, 1, 0, 1]) in cooperation with pyglet's image.get_texture
function. Pyglet uses 3f texture coordinates in its textures and provides
its own set of coordinates. I switched my tex_coords of my vertex list to
('t3f', texture.tex_coords) and all works well.
Interesting error for a pretty significant difference in code.
Thank you for your help.
On Sunday, April 7, 2013 2:51:30 PM UTC-4, John wrote:
>
>
>
> Hi All,
>
> I'm having a little trouble texturing a simple quad in pyglet. I do have
> experience with OpenGL, but I can't figure out what I'm forgetting here.
> For the quad, I specificy tex coords of 0, 0, 1, 0, 1, 1, 0, 1
> respectively, however the texture does not stretch across the entire quad
> face.
>
> Ex:
>
>
> <https://lh4.googleusercontent.com/-2DrsFAb6S5U/UWG_Qktc7kI/AAAAAAAABCk/ZYbofv8V848/s1600/Tex.jpg>
>
> The background is white, and the quad is textured with the Lake picture.
> The black area is part of the quad, but is not covered by the image. I have
> only specified the 4 corners, I am using GL_QUADS through a pyglet vertex
> list, and the texture coords are as mentioned. Any ideas why this is
> showing this way?
>
> Thanks!
>
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