wow this idea is very interesting! as i never used blit_into before, i would have never come to this idea!
and yes, all animations are synchronous. so this solves many issues. with this method i would only need as much space as for storing one single frame of each object. as my previous benchmarks show - even large maps will fit into my limited memory resources when not loading additional animation frames too. So i also dont have to use add()/delete() anymore because i can have all vertex lists show up every time and only resizing them as necessary. i also dont have to do resizing or changing the texture region on animation anymore (no touching of the batch as far as i understand it - which is good) because i will only blit_into the texture and the result will be drawn automatically on the next frame. now i only hope for blit_into being fast enough for this. i only have to find out how to implement this best as blitting into a texture this is new to me. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
