On Nov 21, 1:59 am, swiftcoder <[EMAIL PROTECTED]> wrote:
> The simple fix for this is to invert your texture coordinates, whi,e
> leavign the image upside-down which will correct the issue with no
> performance loss.

yeah good idea - i will use that. but i have to process the image data
once anyway (moved this to resource loading) to convert it from ctypes
array to binary string by calling _ensure_string_data()

i also observed that i can blit my image data without these calls:

pyglet.gl.glPushClientAttrib(pyglet.gl.GL_CLIENT_PIXEL_STORE_BIT)
pyglet.gl.glPixelStorei(pyglet.gl.GL_UNPACK_ALIGNMENT, alignment)
pyglet.gl.glPixelStorei(pyglet.gl.GL_UNPACK_ROW_LENGTH, row_length)
pyglet.gl.glPopClientAttrib()

so all i do now is to call glBindTexture followed by multiple
glTexSubImage2D calls.
but it would be nice to know why these calls are there in the first
place and why it works for me without them.

somehow this is still slow (250blits take 0.1sec) but it's faster than
it took my gfx hw to load all the additional data from vram in my
previous memory heavy approach.
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