def test_set_state_restore_state(self): from lepton.texturizer import SpriteTexturizer texture = (ctypes.c_uint * 1)() glGenTextures(1, texture) glDisable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, 0) sprite_tex = SpriteTexturizer(texture[0]) self.failIf(self._glGet(GL_TEXTURE_2D)) self.assertEqual(self._glGet(GL_TEXTURE_BINDING_2D), 0) sprite_tex.set_state() self.failUnless(self._glGet(GL_TEXTURE_2D)) self.assertEqual(self._glGet(GL_TEXTURE_BINDING_2D), texture[0]) sprite_tex.restore_state() self.failIf(self._glGet(GL_TEXTURE_2D))
def test_set_state_restore_state(self): from lepton.texturizer import SpriteTexturizer texture = (ctypes.c_ulong * 1)() glGenTextures(1, texture) glDisable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, 0) sprite_tex = SpriteTexturizer(texture[0]) self.failIf(self._glGet(GL_TEXTURE_2D)) self.assertEqual(self._glGet(GL_TEXTURE_BINDING_2D), 0) sprite_tex.set_state() self.failUnless(self._glGet(GL_TEXTURE_2D)) self.assertEqual(self._glGet(GL_TEXTURE_BINDING_2D), texture[0]) sprite_tex.restore_state() self.failIf(self._glGet(GL_TEXTURE_2D))