Is there some particular reason 0 is the bottom of the screen for a y translation? Or is that just how things work in 3d? I’m drawing some tiles but I have to do
gl.translatef(
widthIteratortileSize
(screenHeight-tileSize)+(heightIteratortileSize)
0.0f );
otherwise it draws from the bottom up.
I guess this just seems wierd to me after doing java2d stuff for so long.
gl.begin( GL.QUADS );
gl.texCoord2f( 0.0f, 0.0f ); gl.vertex2f( 0.0f, 0.0f );
gl.texCoord2f( 1.0f, 0.0f ); gl.vertex2f( 16.0f, 0.0f );
gl.texCoord2f( 1.0f, 1.0f ); gl.vertex2f( 16.0f, 16.0f );
gl.texCoord2f( 0.0f, 1.0f ); gl.vertex2f( 0.0f, 16.0f );
gl.end();
So the first vertex2f is acually the lower left? For some reason that just seems ODD.
Though I guess I could always draw my tiles from the bottom of the visible map anyways. It’s hard to me to change my ways damnit. 
Ok I’m done bitching. 
All I can see the sprite engine doing is putting some crap in some vertex arrays and drawing, so I dunno.