Wow, interesting! I suppose it makes sense that the text module doesn't have the same colorspace needs as traditional sprites.
If you haven't seen this post yet, here is an example of rendering to a texture: http://leovt.wordpress.com/2015/10/04/render-to-texture-with-python-3-and-pyglet/ That may be one way to do it. Perhaps you could render the text to a texture, then work on that texture. That blog post is only concerned with the full screen being renderered to a texture, but maybe it can give you some ideas. Another way to do this would be to use a text sprite sheet for your text needs. I forget what this is called, but it's basically using a sprite sheet of text characters, and creating your own functions for turning text strings into a series of sprites based on that. I've only used this method with simple games, but it works well. It's fairly limited though if you need full text support. -Ben On Monday, December 7, 2015 at 7:43:53 AM UTC+9, Serdar Yegulalp wrote: > > This whole adventure just got stranger. After much mucking around, I found > that the text is in fact being presented when I use the GLSL shaders -- > it's just that for some inexplicable reason its color information is being > consistently set to black! (I found this out by coloring the window > background to see what would happen.) > > This happens even when I use a pass-through shader, so something funky > must be going on. I think what might be happening is the alpha channel is > on the same surface as the sprites, but the actual colors are somewhere > else. > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
