> I am pretty sure (but can't find a reference right now) that any glMaterial* > calls inside a display list will disable major optimisation.
I've tracked back an error in my code which seems to be at the base of the whole issue with fps. Running with -O continuously gives the downside of not catching errors :) So far I have been able to deduct that glMaterial call's arent really that heavy (unless you make a mistake in them in which case they will be slow). Furthermore using glCallist() actually proved to be a performance degrader as well. I had created a glCallList() with inside it a call to the pyglet vertex_lists and when then on each frame calling the displaylist it actually reduced my fps to unbearably low fps. I finally decided to iterate my list of vertex_lists and call them manually inside my draw function (1 call per frame) and lo and behold the frames jump up to reasonable results. You would not expect manual (in python) iteration over objects to go faster than a glCallList would you ? So now the only thing I have yet to implement is TextureGroup and see what kind of performance boost I get. Right now I'm calling the same material up for the 200 identical objects I'm rendering and I guess I could save time by ensuring the material would only be set once. Regards, Niels --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
