Posted this to the wrong address twice, off to a good start.  Here we go...

I've been working on this for a while, and simply can't figure out what's
up.

The short version is when I call a bunch of deletes on VertexLists in the
same batch, I seem to be crashing the driver.
Is this expected behavior? I think I'm trying to delete a few hundred at a
time, and when I don't call delete, it has no problems.
Also, if I do the draws to unique batches and then draw those batches
immediately, no problems. (Besides the giant performance drop that I'm
trying to avoid.)

Also, if I comment out lines 679-682 in pyglet/graphics/vertexdomain.
py:
elif primcount == 1:
                # Common case
                glDrawElements(mode, sizes[0], self.index_gl_type,
                    self.index_buffer.ptr + starts[0])
That also takes care of the problem- doesn't matter what I do, with those
lines commented out (and the code falling through to the next case) it runs
fine.

I'm not yet sure how to make a succinct demo to run, but if any of you have
the time, the github is:
https://github.com/numberoverzero/Game-Framework-for-Pyglet/tree/6d01416702f7b75581616d74b243185db4d7d669

To set it up, edit the path in
Game-Framework-for-Pyglet/Testing/ExplosionMaker/__init__.py to reflect the
directory that you cloned the repo to.
Then, run /Testing/CurrentTest.py

There is a bunch of "Explosion updated a particle" output to console,
because I wanted to make sure that I wasn't calling delete twice on a
particle anywhere.

Thanks for any help, and I'll work on getting a small demo script together
so it's easier to test.

-- 
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.

Reply via email to