I guess I kind of fixed this. I'm deleting the labels and adding them anew 
to the batch every frame. This makes the framerate lower, but at least I 
don't have the flicker anymore.

I'd prefer a way that didn't hurt the framerate.

On Saturday, September 14, 2013 10:28:22 PM UTC-4, Zachary Spector wrote:
>
> I'm working on this code right here: 
> https://github.com/LogicalDash/LiSE/tree/rendering
>
> There's a lot of it. The stuff i'm working on is mostly in gui.py and 
> calendar.py and anyway the idea is pretty simple.
>
> I've got a subclass of pyglet.window, called GameWindow, which has one 
> batch containing seven OrderedGroups. Four for a game board and some stuff 
> to put on it, then three for some user interface decor. Menus, basically. 
> One group for a menu background, one for foreground images, and another for 
> text.
>
> One of the "menus" is actually a calendar. it's got more than one column 
> and it lays itself out in response to changes in a...pretty weird data 
> model, but think of it as a dictionary full of "start at tick 0, end at 
> tick 10, display text 'bacon'" and so forth. The calendar translates 
> 'ticks' into y-coordinates when it lays itself out.
>
> Everything seems to *work* alright, but the labels are flickering. It 
> seems to get worse as there are more labels on screen but it's not really 
> consistent. I really need those calendars to display varying numbers of 
> distinct labels, since it's going to be zoomable eventually and I don't 
> know what crazy huge display this app will be used on, anyhow.
>
> Am I perhaps running into a limitation of Label? Must I use sprites for my 
> text? If so, perhaps there's some way to blit a label to a texture and make 
> a sprite of it? How?
>
> Or is there something else about the rendering process that might cause 
> this? I have essentially no experience with OpenGL, just what I've picked 
> up while fooling around with pyglet's Group.
>

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