> Well, ignore my advice :) 
>
> You could be using an image.Animation and define the frames as 
> image.AnimationFrame. My suggestion of using a texture atlas is OK though. 
>
> Then create a Sprite using that Animation as image and render all your 
> sprites using a batch. 
>
> Sometimes I tend to reinvent the wheel instead of using what Pyglet 
> provides. Sorry! 
>
> Regards, 
>
> Juan 
>
>
That's basically what I was doing (TextureBin containing all animation 
stances, and attaching Animation to Sprite.image.

It didn't work : only the first image of the animation was played. I think 
it comes from the fact that I don't use pyglet.app.run, but instead wrote 
my own main loop routine (for several reasons, one of these being that I 
read in a previous thread on this group that all the event handling that 
pyglet.app.run makes can slow down). So the 'event' that makes Animation 
being updated mustn't occur.

So I wrote my own animation handling (but I've checked the sources : it's 
quite the same code than pyglet.image.Animation.or the same that you posted)

But this is slow (I timed it : I'm at 16 fps for 40 animated sprites).

Those animated sprites share the same texture. So I wondered if, instead of 
changing all 40 sprite.image, it wouldn't be faster to modify directly the 
image (the texture) they share.

But I'm open to any other idea :)
 

-- 
> jjm's home: http://www.usebox.net/jjm/ 
> blackshell: http://blackshell.usebox.net/ 
>

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