On Sun, Nov 29, 2009 at 7:48 AM, flx <[email protected]> wrote: > 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. > >
the 1st code was running at about 1.5 fps (having scheduled a donothing function to get real fps) the richard version at 60 fps. (same donothing funct) My hardware is old, gforce 6600, four years old. Not long ago, in a thread about pyglet issue 423 surfaced that with some hardware pyglet will not try to use glMultiDraw / VBOs. [0] Maybe is the flx case ? -- cc [0] http://thread.gmane.org/gmane.comp.python.pyglet.user/3123 ---------- -- 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.
