On 9/11/08, josch <[EMAIL PROTECTED]> wrote: > > wohoo this worked!! \o/ > http://phpfi.com/352060 > i already used the TextureGroup to automatically apply the state > changes you mentioned (by looking at the pyglet source TextureGroup > does excactly what you posted and even does glDisable() ) and also > draw a 60x38 grid of random water tiles (without animation yet). > however there are still a few issues: > first i disabled vsync and added an update function that (i hope) is > called as often as possible and get only around 110fps with core2duo/ > gma965 - when i uncomment the clear() function in on_draw() i get up > to 180fps. but considering all the other stuff i will add (more layers > and animated tiles and map objects) isnt that a bit low? why?
Make sure you at least run python with "-O" option to disable OpenGL error checking, which is expensive. Keep in mind that most of the benefits of using batches come when batches are large -- you may find that you get only reasonable performance now, but that same reasonable performance with 10x the amount of geometry (in the same batch). > also i got a bit troubled with the TextureGroup. It needs a texture > that it later will enable and bind and this works fine with using a > TextureAtlas as in my current code but when i try to use the > recommended resource.image module which automatically will create new > TextureAtlas'es - how do i get the (maybe multiple) textures then? Use the texture target and id from the region returned by resource.image. For images on a shared texture atlas (common case with small images), the target and id will be the same. You can safely create multiple TextureGroup's with the same target and id -- Batch will know that they can be grouped together efficiently if your TextureGroup class correctly implements __eq__ and __hash__. > > future questions: > when i now want to move on the map i have to refill the batch - i do > this via deleting the vertex_list and refilling the batch again with > add() right? > for animation it should suffice to only change the texture coordinates > in the vertex_list? another way to do animation would be to prepare > several vertex_lists with each animation step? i have to try out both > methods and compare how they perform later but at least for map > objects i have to change the textures directly as the objects there do > have different numbers of animation frames. Sounds like a plan. Alex. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
