2009/11/28 Richard Jones <[email protected]>: > Attached is the complete modified script that uses a single batch instead of > one per sprite. > > BTW, I didn't actually explain it before but this allows OpenGL to do all the > culling instead of having to do it manually in your program. OpenGL is smart > enough to not bother rendering offscreen objects.
Thank you very much. I've tried the modified test script but it really makes almost no diference performance wise. Thanks anyway, it looks really easy to use batches and for what i've read on them they should improve things a lot. i'll look for more info on batchs and will try to translate the test to pyglet to ask on pyglet list too. -- .__.ยทยบ(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.
