On Tue, Dec 2, 2008 at 3:32 PM, josch <[EMAIL PROTECTED]> wrote:

>
> On Dec 2, 4:12 pm, "Luke Paireepinart" <[EMAIL PROTECTED]> wrote:
> > Is it too late to add widescreen support?  This looks really cool
> > (I've never played the game though) but 4x3 on a 16x10 monitor doesn't
> > look very attractive :)
>
> well this thread is not supposed to be about what i already can do but
> rather about what the engine still severely lacks: performance.
>
> but one of the current feature is that you can freely resize the
> window to EVERY resolution possible - so whatever native resolution
> you have it will work fullscreen and still look good.
>
> today i also just tried out to render all the stuff with rabbyt but
> afaik it lacks vertex buffer objects and does all gl calls on EVERY
> sprite draw - so with 10k draws i'm back to below 20fps again even
> though the calls itself are much faster. maybe the native gl calls
> rabbyt does in contrast to slow ctype calls of pyglet will save me
> with my issues but then again i'm lost without having vertex lists for
> as little gl calls as possible. any ideas?


Do you have an idea of how many draw calls are being issued when you use
pyglet's rendering? And how many triangles are being rendered with each
call?

Ideally, to overcome the ctypes overhead, you need to be rendering 500+
triangles per draw call, and probably not more than 100 draw calls per frame
- obviously these numbers are made up, and would need to be verified with
benchmarks, but they seem to be the sweet spot for me.

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