On 9/26/08, 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?
It may start to make less sense... it's a judgement call you'll have to make based on your application behaviour. Luke's suggestion about only animating on-screen texture coordinates while keeping off-screen vertices around seems reasonable as well. Alex. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
