On Dec 3, 5:06 pm, "Casey Duncan" <[EMAIL PROTECTED]> wrote:
> Before you go too crazy re-implementing everything, you really should
> do some profiling to figure out what specific parts of yours (and/or
> pyglet's) code are slow.

well all that is slow is the raw drawing - namely Batch.draw() which
again does nothing else than looping over a list of previously
prepared Vertexdomain.draw() and as i have a huge amount of groups per
draw due to the required ordering of objects there are quite a lot of
vertex domains to be drawn and i might lack creativity but how could
Vertexdomain.draw() be further optimized without rewriting stuff in
cython?

as a quick try i monkey patched some of the involved pyglet.gl
functions with wrappers that i wrote in compiled cython extensions but
this didnt change the performance at all so all due to the fact that
still a lot of python type conversion has to be done.

a scene does AT LEAST have 100 different groups and together with
state changes this are 200 set and unset calls and 100 vertex domain
drawings per batch.draw()
but even with only those 100 ordered groups i only get 30fps.
when resizing the window, going fullscreen or even zooming out there
is much more to be drawn. i will of course investigate all this
further.
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