Oh, I think I misunderstood you. You mean you'd have to animate the on-screen objects, right?
On Thu, Sep 25, 2008 at 9:40 AM, Luke Paireepinart <[EMAIL PROTECTED]>wrote: > You could just keep track of animation state of each off-screen object (you > must be keeping track of animation state (i.e. current frame, etc.) to > animate anyway, right?) > and not actually switch the textures until they become on-screen, couldn't > you? > > > On Thu, Sep 25, 2008 at 9:10 AM, josch <[EMAIL PROTECTED]> wrote: > >> >> hey alex! >> >> thx for the long and helpful response! >> i did exactly as you suggested: >> * no usage of vertex list migrations but storing all tiles in one >> 2048x2048 textureatlas that i manually fill with resource.file images >> * moving around with glTranslatef() rather than modifying the vertex >> coords >> * drawing 3/4 of the scene offscreen so that i have to update the >> texture coords of my vertex list *very* seldom for moving around the >> map >> >> now another question: as i understood it, drawing offscreen makes >> sense as it will leave the batch untouched a long time and thus will >> increase performance. but recently i realized that i might have >> accomplished this for now with the offscreen drawing but later on i >> will have to change the batch anyway a *lot* of times as i have to >> animate the water tiles and some map objects and as far as i >> understood you, switching the texture coords for animation is touching >> the batch so does it still make any sense to draw offscreen if the >> batch will be touched regularly anyways? >> cheers >> >> josch >> >> >> > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
