Thanks that helped alot. For future reference here is my solution:
negative pitch is countered by flipping the texture coordinates as suggested: #default: texture.tex_coords = ((0, 0, 0), (1, 0, 0), (1, 1, 0), (0, 1, 0)) texture.tex_coords = ((0, 1, 0), (1, 1, 0), (1, 0, 0), (0, 0, 0)) The image format was solved by converting it beforehand using numpy: #BGRA TO RGB a = numpy.frombuffer(surf_clip.get_data(), numpy.uint8) a.shape = (sw, sh, 4) a = a[:,:,0:3] #drop alpha channel temp = copy(a[:,:,0]) a[:,:,0] = a[:,:,2] a[:,:,2] = temp After all that blit time was reduced to 0.0014 seconds a 7x improvement :-) My next optimization step is to use glitz, but first i have to make python bindings... --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" 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/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
