my problem: with drawing a lot of tiles offscreen i avoid having to update the vertex lists' texture coords on every move but instead only on larger movements and hence do not have to modify my batch very often - which is good because a batch works fastest when not modified.
with "not very often" i mean: you can go around a 1600x1600 map in a 800x800 window without ANY retexturing of the vertex list EVER because in this case the whole map would be drawn in one fell swoop (with 3/4 being offscreen of course) but with my animations taking place every 1/6 second i have to modify the batch anyway so i see no more need in drawing stuff offscreen to prevent the batch from being modified - i do this anyway with the animations. as for the animation state: it doesnt matter but i store the current state in the class i create for each object on the map so this is no concern. On Sep 25, 4:40 pm, "Luke Paireepinart" <[EMAIL PROTECTED]> wrote: > Oh, I think I misunderstood you. You mean you'd have to animate the > on-screen objects, right? no, it's only about that i animate (and with this modify the batch) periodically anyway with so there is no longer any point in reducing the number of batch modifications by drawing stuff offscreen. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
