> 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).

That's a bit more work than I would like to do right now, so I think
I'll just leave it as-is.

> 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

That's more or less what I expected. I was hoping for an easy solution
- I like the cleanness of simply drawing a batch and being done.

I'm using pyglet, pymunk, and lepton to make a relatively complex
game. I have to run psyco.full() on it to get it over 60 fps. There's
a demo with a dinky test level up at the link below.

http://www.udevgames.com/games/entry/gw0rp/
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