On Sep 10, 5:33 pm, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
> On 9/11/08, josch <[EMAIL PROTECTED]> wrote:
> 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__.

i did this first as i saw that resource.image also returned a simple
TextureRegion.
I also observed that the target and id will stay the same for the
first tiles and will change as more are added and new textures have to
be created.
My problem which i still do not fully understand is that when i now
load a lot of tiles and new textures with something like this:
images = [pyglet.roucource.image("/data/tiles/%d.png"%i) for i in
xrange(100)]
maybe this code will create several different Textures so that not all
of the TextureRegions returned do have the same target and id.
then i will create a group with a texture passed to it - or two groups
because two textures where needed to store those images? where do i
know that from?
when i then do batch.add() i have to specify ONE group and this group
will only update one texture so i kind of have to know which images i
can group together depending on in which texture they where put by
resource.image.
do i have to get this info manually by iterating over the created
TextureRegions and finding out how many Textures where needed?
you mentioned i should use several TextureGroups but this would imply
that i do have to call batch.add() several times for each group that i
create, right? i would then start creating one group per image loaded
and doing a batch.add() for each image separately.
but isnt it better to add as many vertices as possible in one
batch.add() ?

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