On Wed, Dec 3, 2008 at 1:17 PM, josch <[EMAIL PROTECTED]> wrote:

>
> 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.


I can't see from your posted image why you would need 100 groups. It looks
like you probably need 2-3 groups to handle the terrain layers (but depth
buffer would work fine here), and another 2-3 groups for the foreground
objects. Is there any particular reason I am missing as to why you need so
many?

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