On 27 September 2011 00:43, Gary Daniels <[email protected]> wrote:
> 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.
5000 sprites? How big are your tiles and what's your target resolution?
> 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.
The tile mapping built into cocos2d effectively does this (it uses
Sprites which share a single pyglet graphics buffer). Performance is
not an issue - and I imagine it wouldn't be an issue even with 5000
sprites.
Richard
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