On 10/7/08, David Eyk <[EMAIL PROTECTED]> wrote:
>
>  On Oct 6, 9:11 am, "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
>
> wrote:
>  > >  * AbstractImage/batch/group integration
>  >
>  > I'm afraid that AbstractImage integration just doesn't make sense for
>  > SVG. The AbstractImage class is really quite tightly coupled to OpenGL
>  > textures, and most of the API simply wouldn't translate to an SVG
>  > setting. Batches and groups on the other hand, are on the way. I may
>  > even have a bit of a hack on it this evening, if I don't get
>  > distracted by a shiny object.
>
>
> Maybe I'm asking the wrong question, or maybe I'm displaying my
>  ignorance of the underlying structures of pyglet. My end-goal is to
>  have an SVG object that I can pass to a Sprite's constructor, so I
>  don't have to do messy jury rigged copycat classes to use an SVG with
>  a 3rd-party extension of Sprite, i.e. Cocos2d. It is not the end of
>  the world if I have to continue doing this. However, it would be nice
>  not to have to treat SVGs specially at such a basic level.

I can't speak for cocos2d, but pyglet's Sprite class is entirely
designed around drawing a region of an OpenGL texture.  As long as
squirtle renders vector data, and not raster data, there's no match
here at all.

Perhaps what's really needed is a sprite-like interface to anything
that can be "batchable" -- indeed, there's already a sort of feature
request for this (issue 272), but creating such a thing would be
non-trivial.

In the meantime, creating "copycat" sprite classes is definitely the way to go.

Alex.

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