On 26/09/11 15:43, Gary Daniels wrote: > > 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. > How about switching to shaders and just changing your modelview matrix each frame so that the x,y changes are all done on the gpu?
-- 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.
