On Jul 18, 6:24 am, Richard Jones <[email protected]> wrote:
> On 18 July 2011 06:00, Alex <[email protected]> wrote:
>
> > In pyglet's sprite module, all vertex coordinates are converted to int
> > and put into an int-based vertex list.
> Yes, this is done to avoid sub-pixel rendering errors when sprite
> artwork is typically supposed to be pixel-perfect.

Many games are using rotated and scaled sprites (including the astraea
example), where sub-pixel rendering errors are *introduced* by
truncating the vertex coordinates. Perhaps the Pyglet should allow for
both modes of operation; they each have strong use cases.

--Alex

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