Hi Josh,

Did you find a way to enhance performance?

I did notice Alex spoke about blit_into (http://www.pyglet.org/doc/api/
pyglet.image.Texture-class.html#blit_into) whilst you used
blit_to_texture.
Don't know if this would affect performance though.


On Nov 21, 2:24 am, josch <[email protected]> wrote:
> On Nov 21, 1:59 am, swiftcoder <[email protected]> wrote:
>
> > The simple fix for this is to invert your texture coordinates, whi,e
> > leavign the image upside-down which will correct the issue with no
> > performance loss.
>
> yeah good idea - i will use that. but i have to process the image data
> once anyway (moved this to resource loading) to convert it from ctypes
> array to binary string by calling _ensure_string_data()
>
> i also observed that i can blit my image data without these calls:
>
> pyglet.gl.glPushClientAttrib(pyglet.gl.GL_CLIENT_PIXEL_STORE_BIT)
> pyglet.gl.glPixelStorei(pyglet.gl.GL_UNPACK_ALIGNMENT, alignment)
> pyglet.gl.glPixelStorei(pyglet.gl.GL_UNPACK_ROW_LENGTH, row_length)
> pyglet.gl.glPopClientAttrib()
>
> so all i do now is to call glBindTexture followed by multiple
> glTexSubImage2D calls.
> but it would be nice to know why these calls are there in the first
> place and why it works for me without them.
>
> somehow this is still slow (250blits take 0.1sec) but it's faster than
> it took my gfx hw to load all the additional data from vram in my
> previous memory heavy approach.

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