On 3/6/08, Serg Kovrov <[EMAIL PROTECTED]> wrote: > > Drew Smathers wrote: > > Regarding the performance issues, my first guess is that you have > > update and draw function per particle in the system - because the > > addition of 1 function call cannot hurt performance but N/2 vs. N > > functional calls is a significant optimization. If my wild guess is > > true, then consider putting all your particles in one class > > (ParticleSystem) so you have at most 2 function calls per particle > > system (unless you make calls to change their positions - I hope not). > > I have more guesses ... but that would lead us to a game of charades. > > > > Anyhow, please post some code, so someone can perhaps point out where > > the bottleneck is. > > > I am not experiencing a bottleneck yet, but rather have concerns in > general. > > It is not additional function call i don't like, but additional for- > loop iteration per particle system (one in update, other in draw) > > Speaking of measuring performance - i have a question: how to force > `pyglet.clock.schedule` to call my update routine as fast as possible? > It seems to have cap 60 frames/sec. I have turned off vsync for my > window, but it doesn't help.
Some video drivers force vsync (especially on Windows) even when an application doesn't want to. Try poking around your video driver settings, otherwise test on another computer. Alex. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
