Using one big texture actually gave me the highest fps, but there were other issue with doing it that way.
I tried using sprites for the visible screen, but just looping through them once to change the x and y killed the frame rate. It seems reading the texture back from the card is faster than updating 5,000 sprites. Manually setting up vertex lists was the best compromise, but I'm starting to see that what I want to do is probably not going to work in Python. I really wanted to avoid going back to C++ for the rest of my life since I found Python, but it's probably the right tool for this particular job. Thanks for the help. -- 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.
