On 10/24/08, Nathan Whitehead <[EMAIL PROTECTED]> wrote: > > On Thu, Oct 23, 2008 at 2:04 PM, josch <[EMAIL PROTECTED]> wrote: > > > > hey guys! > > thx for the reply! here is how a scene roughly looks like: > > > http://www.assembla.com/spaces/heroes-renaissance/documents/crWD3WOnSr3ApNab7jnrAJ/download/Screenshot-hr.py-1.png > > > I don't know how the gameplay works, but another idea is to not clear > the graphics buffer between frame updates. I.e., draw the highly > detailed big map on the color buffer, then leave it there. If the > screen isn't moving then you don't have to redraw each frame entirely. > Just don't call glClear at the start of drawing. Then when something > happens on part of the screen, redraw just that part. You can update > nonrectangular regions using the stencil buffer, or you can change the > viewport and use scissoring to update a rectangular area. The OpenGL > guide has a chapter on this. > > This might take some extra coding to calculate which parts to update. > And if most of the screen is changing it wouldn't help very much. I > can't think of any reason you couldn't use the pyglet functions to do > things still. If you're updating rectangles then you would just need > a couple glViewport and glScissor calls before the update.
Remember to disable double-buffering if you take this route. 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 -~----------~----~----~----~------~----~------~--~---
