Re: [PyOpenGL-Users] Texture Blitting?
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mcfletch
From: <il...@ya...> - 2003-03-06 00:49:08
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Hello, I'm interested in what you've been doing with blitting in pygame. If you posted your code, I'd like to play around with it. A while ago I wrote a pygame.sprite implementation which used opengl. The idea was to be able to switch renderers. It has a number of problems, but kind of works ok for some games. Be good to get something which works well and fast on different computers/games. Again, if I could have a look at your code I'd like to play around with it :) --- Jasper Phillips <ja...@pe...> wrote: > 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 __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com |