The texture atlas and grid are just helpers that make certain tasks
convenient. If you don't want them just load your spritesheet and
whatever data describes your frames, compute a list of UV coords for
each sheet. Then when drawing blit a quad with the spritesheet texture
bound and each frame advance one trough your set of UV coords.
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups
"pyglet-users" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/pyglet-users?hl=en
-~----------~----~----~----~------~----~------~--~---