hi, I am writing something that uses a lot of animated sprites (more video collage than game). The images can't all fit in video memory, and it needs to play smoothly.
The naive approach of calling Animation.from_image_sequence() for each new sprite pauses everything while the images load. I can think of two approaches that might work: 1. load the frames one at a time from the event loop. (disadvantages: no guarantee that any particular frame is quick enough, somewhat complexifying). 2. load the sprites in a thread (disadvantage: ewww, threads). but it seems like an obvious problem that might have an idiomatic solution. Does it? I am currently using PNGs and some simple profiling shows a lot of time being spent in zlib, so I expect it will work better if I switch to DDS or something, but not enough better that I won't have to worry about waiting for Animation.from_image_sequence(). Or am I wrong there? Thanks, BTW, for pyglet. It makes things really easy for an OpenGL novice. Douglas -- 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.
