Dont use the image_storage functions since they require OpenGL 4.2
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f692776e29
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@ -41,10 +41,10 @@ class Sprites:
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self.dx, self.dy = self.cell_width / self.width, self.cell_height / self.height
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self.texture_id = gl.glGenTextures(1)
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gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
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gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
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gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
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gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
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gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
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self.commit_all_layers()
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def positions_for(self, items):
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@ -62,7 +62,9 @@ class Sprites:
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def commit_all_layers(self):
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gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
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gl.glTexStorage3D(gl.GL_TEXTURE_2D_ARRAY, 1, gl.GL_R8, self.width, self.height, len(self.previous_layers) + 1)
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gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_BASE_LEVEL, 0)
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gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAX_LEVEL, 0)
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gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_R8, self.width, self.height, len(self.previous_layers) + 1, 0, gl.GL_RED, gl.GL_UNSIGNED_BYTE, None)
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for i, buf in enumerate(self.previous_layers):
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self.commit_layer(i, buf, bind=False)
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self.commit_layer(bind=False)
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