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 -~----------~----~----~----~------~----~------~--~---
