By 'batch' i'm guessing you mean list? Anyway.. don't store coord data like that .. just attach an anchor_x and anchor_y to each image.
And... the only way I can think of at the moment for blitting only those tiles that are 'on screen' is checking each image's anchor_x and anchor_y for being <= window width and <= window height, respectively. On Sep 8, 11:35 am, josch <[EMAIL PROTECTED]> wrote: > 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 -~----------~----~----~----~------~----~------~--~---
