No, don't bother doing anything like that. We just need to find the right
transformations, and apply them in the right places. But I don't fully
understand your situation. What kind of "data" are you working with that
needs the origin at the top-left of the screen? Are we talking about
bitmapped sprites, or tile maps, or what? Please elaborate.

Brian


On Thu, Jun 5, 2008 at 6:16 PM, sunetos <[EMAIL PROTECTED]> wrote:

>
> Hey, I'm new to pyglet, and it seems great so far.  One thing that
> keeps biting me is that the data I need to work with, needs the origin
> at the top-left corner of the screen.  Simply setting glOrtho() and
> glViewport() before the render isn't sufficient, because then I just
> get a render that's reflected vertically.  Right now it's looking like
> I'll have to subclass just about every class in pyglet to account for
> a negative Y offset to get what I need.  Is there a better way?
> >
>

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