[PyOpenGL-Users] Texture Blitting?
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From: Jasper P. <ja...@pe...> - 2003-03-05 11:20:23
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I've just recently started to use pygame, and am rendering in OpenGL as that allows smooth full screen scrolling without blitting, zooming, etc. However, I still want to change "texture" surfaces, and thus need to blit to them. This seems simple enough in concept, once you know about OpenGL's glTexSubImage2d(), but I'm getting strange behavior... My texture updates work, except on mipmapped textures -- then they seem to "blend" with the original surface. Even weirder, if multiple blits target the same "texels", only the latest blit is "blended" with the original image!? Obviously I'm missing something... Does anyone know how to make this work correctly with mipmapping? I tried changing the "level" argument to glTexSubImage2d(), as it's docs allude to a connection with mipmapping, but that just crashes. -Jasper |