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/ -- 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.
