Well, I got it all figured out, and I didn't need to mess around with sprites or the text module!
When text is created, it's rendered using the alpha channel only, with color supplied as the default texture color. So I rewrote my shader to detect when that was the case, and to simply use the texture color when needed instead of the fragment color. I'll post more detailed code later -- it won't be pretty, as this is my first attempt at creating a shader -- but I think you'll get the idea. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
