Strange happenings in new windows

Hello all

Ive been working on getting a second window to work with my game - i can get it to open and i have a new root node for the window and i can see models but half of the window is cut off and my update tasks dont seem to be working properly ( i dont see any movement)

heres the code and a screenshot

##############################################
#                                         #IMPORT#                                          #
##############################################
from pandac.PandaModules import *
from shapes.shapeGenerator import Cube, Sphere
from pandac.PandaModules import Material
import random
from direct.showbase.InputStateGlobal import inputState
#from direct.task import Task
##############################################
#                           #External Class IMPORT#                                   #
##############################################
from shapes.shapeGenerator import *
##############################################
#                                           #NEW CLASS#                                   #
##############################################


class LevelEditor():

    def __init__(self, location):

        self.bool = True

        self.initEditor()
        self.skyBox()
        self.controlListener()
        taskMgr.add(self.update, "LevelEditUpdate")

    def controlListener(self):
        inputState.watchWithModifiers('up', 'w')
        inputState.watchWithModifiers('left', 'a')
        inputState.watchWithModifiers('down', 's')
        inputState.watchWithModifiers('right', 'd')

    def initEditor(self):
        #win = base.openWindow()
        self.wp = WindowProperties()
        base.makeAllPipes()
        pipe = base.pipeList[0]
        self.wp.setSize(pipe.getDisplayWidth() - 60, pipe.getDisplayHeight() - 60)
        self.wp.setOrigin(30, 30)

        self.win1 = base.openWindow(props = self.wp)

        self.myRender = NodePath('myRender')
        base.camList[-1].reparentTo(self.myRender)

        self.cube = Cube(1, 1, 1)
        self.node = self.myRender.attachNewNode("node")
        self.cube.reparentTo(self.node)
        self.node.setPos(4, 4, 4)

        base.camera1 = base.camList[-1]
        #base.camera1.lookAt(self.node)

    def LoadLevel(self, location):
        print(location)

    def skyBox(self):
        material = Material()
        material.setAmbient(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setDiffuse(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setEmission(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setShininess(random.random())

        self.Sphere = Cube(20, 20, 20)
        self.snp = self.myRender.attachNewNode("Sphere Node")
        self.Sphere.reparentTo(self.snp)
        self.snp.setTwoSided(True)
        self.snp.setMaterial(material)
        texture = loader.loadTexture("SpaceTexture.jpg")
        self.Sphere.setTexture(texture)
        self.snp.reparentTo(base.camera1)
        self.snp.setBin("Background", 1)
        self.snp.setDepthWrite(False)
        self.snp.setCompass()

    def update(self, task):
        base.camera1.setX(self.node.getX())
        base.camera1.setZ(self.node.getZ() - 5)
        base.camera1.setY(self.node.getY() - 7)

        #############################################
        #                                         #CAMERA UPDATE#                           #
        #############################################

        pointer = base.win.getPointer(0)
        pointerX = pointer.getX()
        pointerY = pointer.getY()

        if self.win1.movePointer(0, self.win1.getXSize()/2, self.win1.getYSize ()/2):
            Pitch = -((pointerY - self.win1.getYSize()/2)*.1)
            Heading = -((pointerX - self.win1.getXSize()/2)*.1)

            self.node.setP(self.node, Pitch)
            self.node.setH(self.node, Heading)
            #self.camera.cn.setH(self.fakeNode.getH())

        if self.bool:
            base.camera1.lookAt(self.node)
            self.bool = False

        #############################################
        #                                         #PLAYER UPDATE#                            #
        #############################################

        if inputState.isSet('up'):
            y = self.node.getY() + 1
            self.node.setY(y)
        if inputState.isSet('down'):
            negY = self.node.getY() - 1
            self.node.setY(negY)
        if inputState.isSet('left'):
            x = self.node.getX() + 1
            self.node.setX(x)
        if inputState.isSet('right'):
            negX = self.node.getX() - 1
            self.node.setX(negX)

        return task.cont

so i traced down the task issue to queuing the wrong window for the mouse pointer but i still cant seem to figure out why the skySphere is being all wacky lol

edit - i just failed at texturing -.- case closed lol

If only all problems were solved that fast :smiley:

thered be a lot more programmers :stuck_out_tongue: