Note that OpenGL is still pretty much black magic to me, 'follow this
ritual, wave this chicken'.

Here's the idea: bump-mapped sprites, which take the normal map, draw
it adjusted with lighting, then combine that with the actual texture
so the sprite appears to have realistic shading.

Here's the code for reference:

http://lagkitten.purrsia.com/squish.py

Now what I want to do is to generalize and optimize it.  It feels like
the way to go is to subclass pyglet.sprite.Sprite and
pyglet.sprite.SpriteGroup, but I'm getting lost in the details, since
what I want to do requires a fair chunk of setup to update tangent
space light vectors, and two passes which doesn't seem to fit into
Batch.

Any suggestions on how to 'productionize' this code?  Thanks!
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