I'm playing around with a classic style shmup in which all of the sprites are made of polygons. As such, I'm drawing a lot of polygons (in the general sense, not GL_POLYGONS) that don't share much state.
My initial approach has been to give each sprite its own group to set the position and rotation of its child polygons, each of which has its own vertex list. The child polygons of each sprite may be part of ~1-3 subgroups for small animations. Using this approach, I get about 15 FPS rendering 200 sprites of about 2 GL_TRIANGLES/subgroups each. When I add a bunch of anti-aliased lines to the borders it goes down to about 9 FPS. How can I speed this up? I have considered that all sprites of the same type use the same local transformations and local vertex coordinates every frame, but I can't figure out how to share more data there. Would it be more appropriate to abandon the group/batch system and go more low-level? You can see what I'm trying to do by downloading the zip file linked below and running Aerthian.py. http://dl.dropbox.com/u/360865/retro_test.zip -- 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.
