Why do you want to render the tile map to a buffer? Did you try to use
pyglets sprites with a batch and a texture atlas/grid?
I would expect that to be at least as fast as drawing the one big
prerendered texture.

Cheers,
Jonas

On May 1, 8:42 pm, Alejandro Castellanos
<[email protected]> wrote:
> I'm wondering because I'm kinda curious about working with the image
> buffer. I'm working on a tile engine where I assemble an image from
> many smaller images so that pyglet only has to draw a single thing
> instead of a buttload of small sprites that slow everything to a
> crawl.
>
> At the moment I'm using PIL to assemble my image by using a grid, from
> there I can either save it to a file or keep it in memory (the buffer
> of sorts)  where I can work over it and then feed it to Pyglet. So far
> everything seems to be working fine, but it means I do have to depend
> on something other than good ol' Pyglet. The advantages are that it is
> a very straight forward process and I can easily modify small regions
> of the larger image on the fly if I so wish, with relative ease. Yet I
> still have to keep making the conversions between the PIL buffer and
> the Pyglet one.
>
> But just a few moments ago I started playing aorund with the whole
> 'pyglet image texture' stuff where, if I understand correctly, I can
> create textures and then either blit some stuff onto them, or blit the
> textures directly to the screen, and I'm assuming I may be able to get
> something similar working using just the actual pyglet buffer, just
> slightly less straight forward (than what I'm used to).
>
> My issue is in discerning what should be better, to keep using PIL,
> which is a graphics library in itself, or substitute it for a full-on
> pyglet application. Any thoughts?

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