I essentially implemented a new class which works fairly similarly to a Sprite object but called it Sprite3D instead. It supports scale, rotation, alpha and color transforms. All the basic stuff you need. Of course you could easily extend this to support even more things like effects. Anyhow, hopefully looking at this code will give you an idea of how to do 2D graphics with Molehill. It’s much simpler than doing 3D for sure, especially the shaders are much easier to understand.
The sprite sheet itself was created with a combination of tools: SWFSheet and TexturePacker. Both of these are free. Within TexturePacker I exported to the cocos2d plist sprite sheet format which is parsed and managed in the Sprite3D class.
Oh, if you wonder: That ‘thedog.atf’ file is using a new file format we are introducing specifically for texture data. We will make the encoding tools available for this very soon at which point I will explain more of how these work.
Here is what you should see when you run this demonstration: