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.

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