Sounds like texturebind slowdown to me. Increase the size of your
atlas, or make sure the entities within the same batch exist on the
same texture atlas.
Just a hunch.

On Apr 29, 9:20 am, Woodwolf <[email protected]> wrote:
> Hello!
>
> I know this is going to be a quite general question, but I need to
> know if someone knows about this.
>
> I have some objects which contain Sprites (yes, they contain Sprites,
> they are not Sprites): the player, enemies and a 800x600 background
> image. And then I have some objects that are drawn using OpenGL
> triangles in a vertex array. I have an strange performance problem.
>
> I have to draw all that in this order: first the background, in its
> own batch, then the OpenGL objects, with their vertex array, and then
> the player and enemies in their own batch. But certain combinations
> drop the fps rate quite a lot:
>
> player + enemies + opengltriangles -> more than 30fps
> background + player + enemies  -> more than 30fps
>
> But then...
>
> background + player + enemies +  opengltriangles... -> less than
> 15fps!
>
> It's just when I draw the background AND the opengl triangles when the
> fps rate drops. If I draw the background in the same batch as the
> player and enemies, I get 30fps (but then the opengl triangles are
> drawn in front of everything and that's not what I need). So, neither
> the background or the opengl triangles by themselves seem to be a
> problem... It's just when combined (like some funny Joker plan)
>
> So here are my questions:
> 1) Are there performance problems when mixing graphic batches and
> vertex arrays?
> 2) Could it be that the 800x600 image is too big? (I thought Sprites
> where just quads with a texture) I have to try using tiled smaller
> images. What is the best method for having a big background image? (no
> scroll, just a nice background)
>
> I hope there's no need for code, as it's quite a lot, but I may post
> it if needed.
>
> Thank you in advance.
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