So, that wound up being more involved than I anticipated. But it's done and 
working. I had to create new subclasses for batch, sprite, animation frame, 
and animation that work pretty differently than regular pyglet under the 
hood. I think the result will actually render more efficiently than 
standard batches (OpenGL calls no longer scale with the number of separate 
images being used for sprites), and it has almost all the functionality of 
the original sprite class. The disadvantage is that all the depth-ordered 
sprites must be drawn from regions on a single atlas. If anyone wants the 
code, let me know.

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