Adding/removing for ordering is unnecessary, you just need to enable depth 
testing and change the relevant textures z coordinates (between 1.0 to 0.0):

import pyglet
from pyglet.gl import *

class group(pyglet.graphics.OrderedGroup):
    def set_state(self):
        if self.order == 0:
            glBindTexture(GL_TEXTURE_2D, texture.id)
        elif self.order == 1:
            glBindTexture(GL_TEXTURE_2D, texture2.id)

window = pyglet.window.Window(640,480)

glEnable(GL_DEPTH_TEST)

rendered_sprites = []

batch = pyglet.graphics.Batch()

batch_idle = pyglet.graphics.Batch()

texture = pyglet.image.load('test.png').get_texture()

texture2 = pyglet.image.load('test2.png').get_texture()

rendered_sprites.append(batch.add(4, GL_QUADS, group(0),
                                  ('v3f/static', (0.0,0.0,0.0, 32.0,0.0,0.0, 
32.0,32.0,0.0, 0.0,32.0,0.0)),
                                  ('t3f/static', texture.tex_coords)))

rendered_sprites.append(batch.add(4, GL_QUADS, group(1),
                                  ('v3f/static', (16.0,0.0,0.0, 48.0,0.0,0.0
, 48.0,32.0,0.0, 16.0,32.0,0.0)),
                                  ('t3f/static', texture2.tex_coords)))


@window.event
def on_draw():
    window.clear()
    glEnable(GL_TEXTURE_2D)
    batch.draw()
    glDisable(GL_TEXTURE_2D)

@window.event
def on_key_press(symbol,modifiers):
    if symbol == pyglet.window.key.SPACE:
        if rendered_sprites[1].vertices[2] == 0.0:
            for a in xrange(2,12,3):
                rendered_sprites[1].vertices[a] = 1.0
        else:
            for a in xrange(2,12,3):
                rendered_sprites[1].vertices[a] = 0.0

pyglet.app.run()

Pyglet also has multi-texturing support, if your inclined to use multiple 
textures per surface.

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