2009/11/26 claudio canepa <[email protected]>:
>
> Theres no specific cocos way to spare the unneeded draws.
> I think (but not sure) pyglet does not have an automatic thing to handle
> this.
>
> The basics would be to split the geometry in some big groups for which is
> cheap to answer: any sprite in this group needs drawing ?
> This is the part that you need to grow.
> I suspect this optimization depends heavily on the particular application,
> like:
>   immobile sprites ? -> preclasiffy in some suitable rects, at run time use
> the rect to decide if it can be discarded
>   mobiles but clustered around some points (particle like, maybe) ? -> take
> a circle or rect around a congregation point, intersect with camera to know
> if the group can be discarded.
> You can try to google for 'opengl potentially visible' for other approachs,
> or translate the example to pure pyglet and ask in pyglet list for
> suggestions.
>
> Then you draw only the  potentially visible groups, probably using the group
> keyword param in sprites (see batchs in pyglet docs).
>
> Yes, the framework is in use, mostly at pyweek time, albeit the devs seems
> to be focusing in other projects at this time.

Thanks for the reply
i'll try to classify visible sprites manually



-- 
.__.·º(foolhu!)
(oO)
/ | | \

--

You received this message because you are subscribed to the Google Groups 
"cocos2d discuss" 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/cocos-discuss?hl=en.


Reply via email to