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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