Author: ArcRiley
Date: 2007-07-03 21:27:00 -0400 (Tue, 03 Jul 2007)
New Revision: 336
Modified:
trunk/pysoy/src/textures/Texture.pxi
Log:
Textures is working, removing debug stuff
Modified: trunk/pysoy/src/textures/Texture.pxi
===================================================================
--- trunk/pysoy/src/textures/Texture.pxi 2007-07-04 01:25:07 UTC (rev
335)
+++ trunk/pysoy/src/textures/Texture.pxi 2007-07-04 01:27:00 UTC (rev
336)
@@ -23,40 +23,6 @@
The base texture class which all others inherit
'''
def __new__(self, *args, **keywords) :
- ''' Gameplan:
-
- Texture data needs to be stored here, but it's id, glTexImage*D, etc
- must be called from coreLoop since the Python thread doesn't have the
- GL context.
-
- In order to achieve this we're going to let Mesh take care of all
- that. What mesh needs, though, is to be able to quickly check to see
- if an update to a texture is needed. The first mesh to be rendered
- after a texture change has been flagged will take care of it (this may
- even be inside a render cycle).
-
- An idea how to do this can be seen in the Vertex/VertexList/Mesh
- manner of updating vertex data.
-
- Face gets an added attribute, .material. We'll need a more complex
- manner of handling face lists in Mesh; the list needs to be sorted
- into groups of identical texture series and rendered in steps. When
- a Face changes it's .material it needs to hunt through the "texgroups"
- to see if other faces have an identical set of textures and sort the
- Face array to make this possible.
-
- Hopefully that won't happen very often.
-
- The Mesh thus records texture groups by face group, vs per face.
-
- Texture will be the default (generic) texture type, useable for
- 1d, 2d, and 3d textures and load/save from .soy
-
- Image and Video will inherit Texture and allow different kinds.
-
- .type will be a property for what a texture applies to.
-
- '''
self._iFormats[1] = gl.GL_LUMINANCE8
self._iFormats[2] = gl.GL_LUMINANCE8_ALPHA8
self._iFormats[3] = gl.GL_RGB8
@@ -66,26 +32,6 @@
self._oFormats[3] = gl.GL_RGB
self._oFormats[4] = gl.GL_RGBA
- # This property is for debugging only
- property id :
- '''Texture.id
-
- OpenGL texture identification number
- '''
- def __get__(self) :
- return self._textureID
- # PYTHON SHOULD NOT EVER SET THE TEXTURE ID!
-
- # This property is for debugging only
- property target :
- '''Texture.target
-
- OpenGL texture target
- '''
- def __get__(self) :
- return self._textureTarget
-
-
property size :
'''Texture.size
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