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.
