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! -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
