On Wed, Dec 24, 2008 at 2:43 PM, Steve <[email protected]> wrote: > > Would it be possible to render a TileableTexture as part of a batch? > My game's tiled background is currently the only non-batched render > item. I checked the documentation and couldn't see a good way to do it.
You need to subclass pyglet.graphics.Group to perform relevant state changes (probably just binding the texture), then add a vertex list to the batch containing the four points of the quad and their texture coordinates (you can see how TileableTexture calculates these). If this is your only non-batched render item though you're not likely to get a performance win from this, though (assuming you only have one background); so I'd only do this if you're some kind of batch purist ;-) Alex. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] 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 -~----------~----~----~----~------~----~------~--~---
