As all begins to get bigger I need some additional advice.
For my viewport I manage vertext lists that i only need to modify in
their texture or coordinates to move around the map or do animations.
I only need to delete them and create new vertex lists with
batch.add() when the window is being resized.
the rest of the time i only access the vertex lists and modify their
parameters (tex_coords and vertices).
this is quite fast but the problem comes in when i need more than one
texture to draw my map because i can no longer simply swap the
textureregion when moving and animating as eventually the texture
itself has to change too.
as i understand it now i have to do a batch.add() again to attach a
TextureGroup that will do this for me.
again this works fine but calling batch.add() for every movement is
MUCH slower than just switching out the textureregions as i did
before.
any ideas on that?

cheers

josch

On Sep 11, 7:50 pm, josch <[EMAIL PROTECTED]> wrote:
> Hi!
> I wanted to give a short video on how far I came with your great help
> so that you can see that your time wasnt in vain that that now there
> is one more out there that actively dives into pyglet :).
>
> http://rabenfrost.net/josch/heroes/moving.ogg
>  o animated water tiles
>  o moving by keyboard (even diagonally) and by dragging the mouse
>
> I decided not to use the resource module but to manually use a
> TextureAtlas that is just big enough to hold all the water tiles
> (384x416 px for 156images) with their animation frames.
> This way I can do animation by just changing the texture coordinates
> in the vertex lists without any additional effort (for example without
> checking if the next animation frame is still in the same texture as
> the last).
>
> Now I'm gonna wrap everything up in nice pythonic classes and stuff
> and add the other layers.
>
> It's amazing how much I learned the past three days!
>
> cheers
>
> josch
>
> On Sep 11, 3:57 am, Richard Jones <[EMAIL PROTECTED]> wrote:
>
> > On Thu, 11 Sep 2008, josch wrote:
> > > as for the cocos tile engine:
> > >  - cocos uses sprites to draw the batch (what i was told and
> > > experienced is slower than using vertex lists)
>
> > The pyglet Sprites used by the cocos tile engine use vertex lists 
> > underneath -
> > approximately as fast as implementing a direct-to-vertex-list approach, with
> > a small overhead when the visible tiles set changes. It has the benefit that
> > it can use animated tiles through the standard pyglet Sprite animation
> > mechanism (I believe, I've not actually tried to use them).
>
> >     Richard
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