> 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/ --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
