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.

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