i was really under that. let's say 50 srpites...
It's hard to give a test case now, it's really embed in a bigger
projet.

sounds like the problem comes from something else. strange that I
could solve it, adding a new batch.
thanks !

On Mar 23, 2:51 pm, Tristam MacDonald <[email protected]> wrote:
> On Tue, Mar 23, 2010 at 9:35 AM, Philippe <[email protected]> wrote:
>
> > Is there a limit in the number of sprites we can add to a
> > pyglet.graphics.Batch() ?
> > I got strange behavior, like sprites that did not appear.
> > If I create a new batch, it solves my issue.
> > any information on that ?
>
> I am pretty sure there is no hard limit on the Batch class.
>
> However, if you are adding an obscene number of sprites (say, 10,000), you
> might be hitting limits in the underlying OpenGL implementation: there is a
> maximum number of indices which can be submitted in a single draw call, and
> if pyglet decided to use GL_UNSIGNED_SHORT for indices, that limit would be
> somewhere less than 2^16.
>
> I can't confirm/deny whether that is the issue you are encountering without
> a test case, however.
>
> --
> Tristam MacDonaldhttp://swiftcoder.wordpress.com/

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