This is a niche/corner case problem, but wanted to document it here.
Using gl-version 3.2 shader compatibility settings causes the texture offsets on the animated sprite to break, always showing the full spritesheet image rather than the correct frame cell.
panda3d_sprite: 1.0.0
Panda3D: 1.10.14 via pip
Python: 3.11.4
Windows 11
Adding these lines at the top of the 02-animate.py sample program demonstrates the problem. The full spritesheet is shown in place of the correct cell, causing it to appear static.
from panda3d.core import loadPrcFileData
loadPrcFileData('', 'gl-version 3 2')
The story here is I was using GL 3.2 shaders setting along with panda3d-simplepbr in a base library. These shaders don't really apply to 2D sprites, so wouldn't normally be used together, but this setting was left in the base library and had this hard-to-diagnose side effect.
This is a niche/corner case problem, but wanted to document it here.
Using gl-version 3.2 shader compatibility settings causes the texture offsets on the animated sprite to break, always showing the full spritesheet image rather than the correct frame cell.
panda3d_sprite: 1.0.0 Panda3D: 1.10.14 via pip Python: 3.11.4 Windows 11
Adding these lines at the top of the 02-animate.py sample program demonstrates the problem. The full spritesheet is shown in place of the correct cell, causing it to appear static.
The story here is I was using GL 3.2 shaders setting along with panda3d-simplepbr in a base library. These shaders don't really apply to 2D sprites, so wouldn't normally be used together, but this setting was left in the base library and had this hard-to-diagnose side effect.