On Tue, Feb 16, 2010 at 9:49 PM, Mike Wyatt <[email protected]> wrote:
> You are probably right, but in this case it doesn't help. > glBindTexture is never called before glTexParameter*() on the particle > texture, unless it is the only thing being rendered. I think there is some confusion occurring here. To clarify: - You *must* bind the texture *before* setting any texture parameters. - Once you have set the texture parameters for a given texture object, they will remain set (for that particular texture object). Generally, you set the texture parameters for a each texture exactly once, right after creating the texture (and binding it, of course). Further modifications to texture parameters are generally only required if you are doing something tricky, such as streaming mipmaps. -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
