Hi All!

I've solved the problem. I was specifying the texture coordinates ('t2f' 
[0, 0, 1, 0, 1, 1, 0, 1]) in cooperation with pyglet's image.get_texture 
function. Pyglet uses 3f texture coordinates in its textures and provides 
its own set of coordinates. I switched my tex_coords of my vertex list to 
('t3f', texture.tex_coords) and all works well.

Interesting error for a pretty significant difference in code.

Thank you for your help.

On Sunday, April 7, 2013 2:51:30 PM UTC-4, John wrote:
>
>
>
> Hi All,
>
> I'm having a little trouble texturing a simple quad in pyglet. I do have 
> experience with OpenGL, but I can't figure out what I'm forgetting here. 
> For the quad, I specificy tex coords of 0, 0, 1, 0, 1, 1, 0, 1 
> respectively, however the texture does not stretch across the entire quad 
> face.
>
> Ex:
>
>
> <https://lh4.googleusercontent.com/-2DrsFAb6S5U/UWG_Qktc7kI/AAAAAAAABCk/ZYbofv8V848/s1600/Tex.jpg>
>
> The background is white, and the quad is textured with the Lake picture. 
> The black area is part of the quad, but is not covered by the image. I have 
> only specified the 4 corners, I am using GL_QUADS through a pyglet vertex 
> list, and the texture coords are as mentioned. Any ideas why this is 
> showing this way?
>
> Thanks!
>

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