Drawing 450 triangles should definitely not drop to 43 fps, especially
not at 256x224.
Can you give me a code sample to reproduce your problem?

Cheers,
Jonas

On May 3, 9:02 pm, Alejandro Castellanos
<[email protected]> wrote:
> I did. Just not the atlas/grid as I don't even know how to use it for
> that (sorry) -- I had assumed it was good for accessing a texture in a
> tiled manner but not for drawing objects.
>
> In my case, either doing it individually or batching my drawing of 120
> sprites of 15x15 pixels slows everything to 43 fps...and that's all
> I'm drawing, no character sprites or anything else. I can run Mass
> Effect 2 on the highest settings but Pyglet still kills my system :( .
> Go figure.
>
> I used PIL to assemble a huge image object that then I feed to pyglet
> through the buffer. Then I can choose to focus on drawing a smaller
> region of it so I don't have to draw that big bastard every frame, my
> reduced region is going at a maximum of 256x224 which is the old NES
> resolution and so far nothing is exploding. But my issue is that I do
> not know which is more efficient; using PIL, or the Pygle buffer to
> assemble an image object to be stored in the buffer.
>
> On 3 mayo, 09:20, veers <[email protected]> wrote:
>
>
>
>
>
>
>
> > 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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