hi! in my first attempt to build something useful i just threw together a few lines of code that displayed animated water tiles. i did this by creating a water animation and adding it to a batch as sprites with the individual coordinates. this does work correctly but surprisingly the framerate will drop significantly to something like 0.6fps when i do this fullscreen with 60x38 tiles (tile width/height: 32px) for my 1920x1200 resolution. so it seems not to be the right way to do this kind of thing.
another thing: i only need to draw those tiles that are currently on the screen what is the best way to do this? i would use a batch to draw all tiles but when i do this i would have to dynamically add and remove sprites from the batch(es) and this seems costly i read the heffalump tile engine code but there the tiles are individually drawn and not in a batch. with every draw two nestested loops will draw every sprite necessary but isnt this inferior to using a batch? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
