On Mar 25, 2:54 pm, Lucio Torre <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> i forgot to ask richard this question. I know vertex buffers are
> supposed to be fast, but reading the sprite module i see that when i
> update the scale or rotation or position, all vertex for the image are
> recalculated in python code.
>
> Why is this? Is this faster than glrotate+glscale  (whateveritsname) ?
> How come?

I'm not Richard, and I'm not a pyglet expert, however from my
investigations I can provide the following comments.

The advantage of the sprite + pyglet.graphics modules is that an
entire batch of sprites can be drawn with just a few GL function
calls. The disadvantage is that the vertex array has to be updated
whenever sprite attributes change. IMO this makes pyglet.sprite great
for static sprites, but less great for lots of moving sprites. I
suspect this could be resolved if pyglet provided some functions for
batch operations on vertex arrays. This would probably require a small
C module similar in spirit to AVbin.

Overall the pyglet.graphics API is still great of course, but being
aware of the implementation details you mentioned will help if you
ever notice a performance decrease when using a bazillion moving
sprites.



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