Op Fri, 13 Jun 2014 16:04:56 +0100, schreef Juan J. Martínez:

 
> ah, and also take into account that pyglet.resource.image will try to
> put your textures in an atlas to be more memory efficient. IIRC the
> threshold is images smaller than 128x128. In your example looks like
> you're getting your image into an atlas.
> 
> That's great and I love it, but I personally tend to forget that ;) and
> sometimes it changes things when managing textures directly with opengl.
> You can try adding atlas=False parameter to pyglet.resource.image and
> see if it makes any difference.
> 
> But I still think that going with Sprites/Batches is one of the strong
> points of Pyglet ;)
> 
> Regards,
> 
> Juan


Juan,


thanks for the info. I was wondering if using Sprites was an option.
I'm drawing a cannon, which consists of a main piece and the barrel.
The barrel can go up and down. That's why I first used vertices so
I could move the barrel according to the user input.

Your method would have me using a cannon that consists of 2 sprites,
1 for the main part and 1 for the barrel.

I can see if that works.

Thanks!

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