On Jul 2, 1:53 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote: > If it's possible to reorganise your code so that the batch and group > are created first, you should do so. Doing things in the order you > describe will result in wasted effort, including allocating and > deallocating resources on the GPU (these won't even be freed until the > Python GC gets to them). > > The warning above is really to discourage migrating sprites often, you > probably won't notice any performance problems in the situation you > describe (as Sprite creation is fairly slow anyway). > > Alex.
Thanks for the quick reply. Reorganizing to create sprites with the correct group is just a matter of adopting a slightly more round-about way of creating sprites. If it's worth it for efficiency its no big deal to do. When you say sprite creation by itself if fairly slow, this got me thinking. I've begun work on a game that will use a rather hefty amount of sprites for projectiles and particles. Would it make sense to reuse sprites? By this I mean, for certain groups of sprites such as particles, instead of destroying a sprite, just set it invisible until I need it again. Then later I would just make it visible and update all it's properties such as image, position, scale, etc. The group and batch properties will obviously stay the same. The question is, would such recycling be more efficient than killing and creating new sprites? Absolutely? Perhaps slightly? Not at all? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
