Thanks for the posts. I am stubborn and went with option 3. The code below
does what I want, and I can leverage cv2 to do it:
import pyglet
import ctypes
import itertools
import numpy as np
import cv2
image = np.zeros((50, 50, 3), np.uint8)
pt1 = (1, 1)
pt2 = (48, 24)
pt3 = (1, 48)
A sprite by definition is basically a wrapper around a texture and it's 4
vertices. If you want a Sprite class around OpenGL primitives like
triangles, polygons, there is nothing out of the box that you can use other
than what Benjamin showed you.
Your options are:
1) Create the shapes you
Benjamin,
The math for rotation was the thing I was most trying to avoid. If I have
a complex shape, I would need to know the center, rotate every point, and
fill the colored portions in. That sounds hard.
I want to use Sprites as the visual component of a simulation. The
behaviors of
Hi Jonathon,
Rather than trying to turn GL primitives in to an image to use with a
Sprite, you could also make a Sprite-like class for the various shapes.
This can get tricky if you want to rotate them, as you'll have to add your
own math to do that work, but as an example I'll post a simple