Agreed. The problem is that Lepton doesn't do that. I'm guessing Casey will fix it when he has time, but in the meantime I'll just use my workaround.
On Feb 16, 9:16 pm, Tristam MacDonald <[email protected]> wrote: > 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 MacDonaldhttp://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.
