On Jul 18, 6:24 am, Richard Jones <[email protected]> wrote: > On 18 July 2011 06:00, Alex <[email protected]> wrote: > > > In pyglet's sprite module, all vertex coordinates are converted to int > > and put into an int-based vertex list. > Yes, this is done to avoid sub-pixel rendering errors when sprite > artwork is typically supposed to be pixel-perfect.
Many games are using rotated and scaled sprites (including the astraea example), where sub-pixel rendering errors are *introduced* by truncating the vertex coordinates. Perhaps the Pyglet should allow for both modes of operation; they each have strong use cases. --Alex -- 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.
