another attempt to make the most of pyglet: forget the code, it's unreadable anyway. here are my ideas:
given the following view of a map: (different chars mean there are different textures used) ooooooooooooAAAA oooooooooooooAAA XoooooooooooooAA XXoooooooooooooA XXoooooooooooooo Xooooooooooooooo oooooooooooooooo now we move the camera to the east by two steps ooooooooooAAAAAA oooooooooooAAAAA ooooooooooooAAAA oooooooooooooAAA ooooooooooooooAA oooooooooooooooA oooooooooooooooo how do we do this? well, there are three posibilities that came to my mind: 1. this is what i currently do: for each different texture used by the tiles in the scene i create a seperate vertex list with batch.add(). this would be three lists in the first map view and two in the second containing all those tiles that use this texture. when the map is moved i only delete() the old lists and create new ones again with batch.add() actually up to now this is quite fast and i get 600fps while scrolling but of course i dont know how it scales. 2. one could also create one vertex list for every tile currently visible on the screen. so there would be tiles_x*tiles_y vertex lists with one GL_QUAD with 4 vertices each. movement would be done by swapping the textureregions of every tile and also swap the texture (respectively the group) by migrating the vertexlist if necessary 3. a last option that came to my mind is to dynamically delete and create vertex lists. in the example above one would delete() the list for the X texture and resize() the other two. then setting the new coordinates and textureregions in the resized lists. ------------------------------------ and some additional thoughts about storing my tile images in textures. of course i could use resource.image and i would like to use it as it is nicely distribution independent (also usable with py2exe and py2app) but with using it i would add some overhead in animation and movement since i would have to check whether the new animation frame is still in the same texture or not and then migrating the vertex list to the new group (again overhead) and after that back again. plz correct me but for this reason, isnt it most practical to let all animation frames be in one texture? and i see no way to do this with the ressource module so i will probably implement my own loading mechanisms while borrowing stuff from resource.py. is this the right way to do it? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
