I wrote: > ... Pyglet creates a "shadow context" to effectively relax these rules, and > I'm guessing your code below works because it enables blending after > creating that shadow context, which pyglet does (IIRC) when you first import > anything from pyglet.window.
Now I think that can't be right, because I think the window's context and the shadow context only share resources (e.g. textures and display lists and vertex arrays), not "OpenGL state" like whether blending is enabled. So it must be (I am now guessing) that after creating your pyglet.window.Window, that Window's OpenGL context has been left current for some reason. That's why enabling blending at that time affects that context. - Bruce --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to pyglet-users+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---