Very amusing.

There's no simple cure? That's slightly mind-boggling. Every tool has
its quirks, but I've not seen before the kind of balls it takes to
blandly ignore a near-universal standard like this.

I suppose I can carry on what I'm doing, which is flipping every
sprite's y co-ordinate before drawing it and putting it back after,
but that's like a joke.

On Oct 10, 5:30 pm, "Nathan Whitehead" <[EMAIL PROTECTED]> wrote:
> On Thu, Oct 9, 2008 at 11:04 PM, [EMAIL PROTECTED]
>
> <[EMAIL PROTECTED]> wrote:
> > ...
> > There must be simple gl command I can put somewhere to flip the co-
> > ordinates, right? I can hardly be the first person to run up against
> > this...
>
> Here's what I do:
>
>     # Set default projection to use upper left as origin
>     pyglet.gl.glMatrixMode(pyglet.gl.GL_PROJECTION)
>     pyglet.gl.glLoadIdentity()
>     pyglet.gl.glOrtho(0.0, 1024.0, 768.0, 0.0, -1.0, 1.0)
>     pyglet.gl.glMatrixMode(pyglet.gl.GL_MODELVIEW)
>     pyglet.gl.glLoadIdentity()
>
> This makes 0,0 the upper left corner of the screen and 1024, 768 the
> bottom right corner.  But if you're thinking that this is what you
> want, you should consider what will happen!  If you use any function
> that is not expecting this, it will draw upside down.  For example,
> try drawing some text using:
>
> label = pyglet.text.Label('Hello, world',
>                           font_name='Times New Roman',
>                           font_size=36,
>                           x=window.width//2, y=window.height//2,
>                           anchor_x='center', anchor_y='center')
> label.draw()
>
> It will come out beautifully rendered in the right location, but
> reflected upside down.
> --
> Nathan Whitehead
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