Thanks for the quick response :) You're right, I am blitting all the the
tiles onto the texture. The main reason I was doing this was because
scrolling seemed much easier as I didn't have to worry about offscreen
tiles and stuff like that. However I think I have a plan for making a
simple tile mapper. I have considered a few times using cocos2d but never
made a solid attempt. I will look into it if I can't get a tile engine up
and running :-)

On Wed, Sep 5, 2012 at 9:32 PM, Richard Jones <[email protected]>wrote:

> On 5 September 2012 19:04, Wallace Davidson <[email protected]> wrote:
> > Is there anything larger than a texture or any way of making textures
> > larger? I tend to get "memory error" on textures larger than 4500 x
> 4500. I
> > am using them as a game map and blitting pictures onto them. Is this
> > ineffective? :/
>
> The pictures you're blitting onto them - are they like tiles in a tile
> map (http://en.wikipedia.org/wiki/Tile_engine)? If so then yes, you're
> going about it the hard way :-) The wikipedia page may have some
> insights. Otherwise you now have a useful google search term (perhaps
> try "tile mapping pyglet" or variations :-)
>
> The cocos2d engine (which works on top of pyglet) implements tile
> mapping. There's probably a number of other tile mappers implemented
> to run over pyglet.
>
> If not, and your game map is entirely unique, then your texture is
> still far too large. You should be able to blit your map pictures
> directly to the screen and only retain those pictures in memory that
> are needed for any given render.
>
>
>      Richard
>
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