I get only 14 fps with your example code.
:-/ same that with my code.
On Mar 7, 3:38 am, "Txema Vicente" <[EMAIL PROTECTED]> wrote:
> > I only took a few seconds to look at your code, but I'm pretty sure
> > it's because you're calling blit 247 times per frame. The first
> > optimization is to use a display list (it will at least save you all
> > those excess function calls). I think there is `batch' feature in
> > pyglet which might help, but I haven't looked into it much yet - so
> > take my advice with a grain salt there. There is another much more
> > involved optimization that entails ordering your renderable objects by
> > driver state - but that would require overriding or monkey-patching
> > blit on Texture.
>
> Yes, it seems the 247 blits are killing fps, too.
> I did say that something was wrong, but I get the same 96 FPS with this
> simple test code, and reducing the range increases drastically fps:
>
> #Grass Test
> #------------------------------------------
>
> from pyglet import window,clock,image
> from pyglet.gl import *
>
> test=image.load('grass1.png')
> win = window.Window(width=800,height=600,vsync=False)
> clo = clock.Clock()
> clo.set_fps_limit(0)
>
> def render():
> global test
> for x in range(13):
> for y in range(19):
> test.blit(x*60,y*30)
>
> glEnable(GL_BLEND)
> glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
>
> while not win.has_exit:
> glClear(GL_COLOR_BUFFER_BIT)
> win.dispatch_events()
> dt=clo.tick()
> render()
> win.flip()
> win.set_caption("FPS="+str(int(clo.get_fps())))
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