On Tue, Dec 15, 2009 at 10:46 AM, Tristam MacDonald <[email protected]>wrote:

> On Tue, Dec 15, 2009 at 7:59 AM, Corbin <[email protected]> wrote:
>
>> I'm not exactly sure why using matrices is a bad thing. I'm mostly just
>> annoyed that I have
>> to do all this matrix math myself instead of just handing off a couple
>> of potentially pre-created matrices; AFAICT pyglet doesn't have any
>> utility methods for matrix math.
>>
>
> Sprites are inherently 2-dimensional. Using 4x4 matrices to transform them
> would be a gross waste of processing power ;)
>
> Above and beyond that, your suggestion of using the matrix stack would
> require you to set the modelview matrix for *each* sprite. Instead, pyglet
> manually calculates the sprite transform, so that it can pack many sprites
> into a single vertex buffer, and render them with a single draw call.
>
> This is essential for OpenGL performance, and even more so for pyglet - the
> ctypes bindings make individual OpenGL calls very expensive.
>


I see how the pyglet way can be faster when there are a lot of static
sprites.
When the sprites are mostly rotating - moving, theris no penalty in the
pyglet way (vs the old matrix stack) ?

--
claxo

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