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! --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
