On Tue, Dec 2, 2008 at 2:08 PM, josch <[EMAIL PROTECTED]> wrote: > > of course i have - the calculations are easy. > to calculate the number of quads take (screen_width/32)*(screen_height/ > 32)*1.15 (1.15 being the factor that adds the average number of map > objects per tile) when zooming out the tile size is not 32 but 24 or > 16 respectively. > so on my 1920x1200 resolution i draw 10k gl_quads when fully zoomed > out. > but tests show that this isnt the limiting factor. actually this still > draws quite fast especially on new gfx cards. the trouble comes in > when i correctly order the map objects with OrderedGroups. then up to > 150 gl state changes are done (in contrast to only X state changes (X > being the number of textures) when not ordering anything) and this is > what kills my gfx and even the newer one as i presume that this is > about the costly ctypes calls. >
150 state changes shouldn't be a problem, but I don't think 150 ctypes calls should either - according to my quick tests, ctypes function calls are only 3-5x slower than a regular python/C extension call. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to pyglet-users@googlegroups.com 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 -~----------~----~----~----~------~----~------~--~---