I don't know what I'm talking about but I suspect turning on a full screen anti-aliasing using multisampling techniques is the way to go for anti-aliasing these days, rather than anti-aliasing each draw operation.
I'll fire up your script later (on my tablet in bed right now) & see if I have any other daft ideas. Sounds like you're interested in the same sort of scenario as me (drawing many simple shapes) On Dec 11, 7:31 pm, Steve <[email protected]> wrote: > More information: I just changed my sprites so they have only one > subgroup rather than two (they had been rotating two triangles in > opposite directions using two groups, now it is just one rotating > group). That gave me 40 FPS immediately without the extra lines for > smoothing. > > Then I turned on psyco and got 280 FPS. Turning the extra lines back > on takes it back down to 50 FPS. > > So it looks like most of the speed hit is happening because my group > hierarchy is so large and Python just gets weighed down by it, and > drawing a lot of anti-aliased lines is expensive. This is probably an > acceptable speed for this game to run at, so I'll just try to simplify > my sprites. > > If anyone has any ideas about speeding it up anyway, they are still > welcome. -- 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.
