Re: [PyOpenGL-Users] Pygame surfaces as PyOpenGL textures?
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From: Jan E. <ch...@in...> - 2001-11-12 09:41:34
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On Mon, 12 Nov 2001, Richard Jones wrote: >On Sun, 11 Nov 2001 23:26, Jan Ekholm wrote: >> On Sun, 11 Nov 2001, Richard Jones wrote: >> >There was a really useful article either on gamasutra or gamedev regarding >> >texturing of landscapes. Number one tip is to blend - use a large texture >> >that gives a change over a large area and then the smaller texture like >> > the one you're currently using to give some finer detail. Makes the >> > repetition of the finer detail texture much less apparent. >> >> Hmm, this sounds like a good idea. I'm a total newbie when it comes to >> issues like this. Unfortunately I think that performance would suffer a >> great deal from additional blending? > >Most 3d cards will do multitexturing with almost no performance hit. Apparently my code runs ~40fps on a p300 with a vodoo3. Which is basically good news. >> Richard, I'll try your code tomorrow when I get back to the machine where >> I installed pyopengl. Do you happen to have access to a png where the >> alpha channel definitely works with your code? Could make it easier to >> debug if I know the file is absolutely ok. > >Attached. It's not very good (should be white), but it does have the >transparency :) Hmm, it doesn't look ok either. I get either a white rectangle and something yellowish with the "flare" in the middle. -- "Students?" barked the Archchancellor. "Yes, Master. You know? They're the thinner ones with the pale faces? Because we're a university? They come with the whole thing, like rats --" -- Terry Pratchett, Moving Pictures |