In looking through the sprite code, I saw that computed vertices get rounded off to ints, and then passed in integer form to OpenGL. This process happens even when the sprite is scaled and rotated, where vertices would in general not fall on pixel boundaries.
Seems like for small sprites, noticeable distortion or bad packing could happen. As far as I know, graphics cards usually use floats internally anyway -- are there real performance hits in removing the rounding and just passing the floats down to OpenGL? Thanks. --Mike --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
