2009/11/26 Richard Jones <[email protected]>:
> Cocos (and pyglet on which Cocos is based) do no culling of off-screen
> sprites because they incur no performance penalty until you start
> talking about perhaps millions of them. Your example has only a
> thousand.

That's exactly what i though, it shouldn't affect performance, but it
looks like it does or i'm doing something wrong in there.

> Your low FPS rate is likely due to some other cause. If your
> application isn't doing anything (neither animating nor responding to
> user events) then pyglet / cocos will not update the screen. Or
> perhaps your video driver needs updating.

Try running the above example (fire.png is included in cocos
distribution) and scroll the screen by dragging with the mouse, the
example creates 1000 sprites starting from (0, 0) and going up out of
the visible area, but you can drag that layer with the mouse and zoom
with the mouse wheel. Doing so you should be triggering some updates.

My drivers are up to date and other 3d applications, like panda3d
demos, run smooth and fast, i'll try to run it on other system anyway.

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