Doing that kind of transformations is not the same thing as inverting the 
texture, as Alex told you.
Inverting the texture, you will have an inverted texture forever, that you 
can use as any image.

Sure that is easier, I should not tell you about transformations. Do it with 
textures.

I didn't think it. Big mouth. But, as I did throw the snowball, I will give 
you a clue.

If you want to play with opengl transformations, note that you are not 
transforming the image at all, you are transforming the entire view. Each 
time you want to see a flipped image, you have to modify the view. You can 
have a different view for each image. Endless possibilities, more 
complexity.

First thing is that when you rotate or scale the view, you have to know 
where the origin is (0,0). If you did not move it (or after calling 
glLoadIdentity()), it is at bottom left corner. If you scale the view -1 at 
x, now when you blit the image at (x,y) it will be flipped but blitted 
outside your monitor, mirrored at -x.

If now you are doing:
    img.blit (x,y,0)

You could do this to see the same results:
    glLoadIdentity() # to ensure initial view
    glTranslatef(x,y,0) # put the origin here (view in modified)
    img.blit(0,0,0)

The same thing, more elegant:
    glPushMatrix() # get a new copy of the view
    glTranslatef(x,y,0)
    img.blit(0,0,0)
    glPopMatrix() # restore the original view

and this to see the flipped image:
    glPushMatrix()
    glTranslatef(x,y,0)
    glScalef(-1,1,1)            # or glRotate(180,0,1,0)
    img.blit(0,0,0)               # or img.blit(img.width,0,0), to get the 
same position.
    glPopMatrix()

The origin is the key here, and you better translate it to the center or the 
image (play with half image sizes, translate to x+width/2, y+height/2, then 
scale or rotate and finally blit at (-width/2, -height/2,0)).

You can survive knowing only about glLoadIdentity, glTranslatef, glScalef 
and glRotatef.
Lots of tutorials out there. Good luck.




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