Let us consider my worst case. For whatever reason, a user might have 10,000 images all on the screen at once. I am worried that, if I draw all of them in a batch, that this will still cause unacceptable lag. Only a handful of images ever needs to be redrawn every second, so I would like to keep all of the other images drawn, without having to redraw them unless they need updating. I really have no use whatever for window.clear(), except that when I don't use it, there appear to be two alternating buffers that get drawn to, rather than one.
Claudio suggested this solution: > "A possible way to sort it out can be: . have a Framebuffer Object (FBO) as taget for your draws, when you receive an on_draw blit the fbo over the screen" However, I was unable to find a resource on how to do this. On Tuesday, April 21, 2015 at 10:02:26 PM UTC-4, magu...@gmail.com wrote: > > I agree with Adam, you should try using Batch Rendering. > > The reason you may be getting such crushing frame rates is because each > blit call is process intensive, blitting a few images won't do much, but > when you get into dozens, hundreds, or thousands of blit calls it quickly > adds up. With batch rendering, you group together all the images you want > to draw into a single tileset or image Atlus, and then draw everything in a > *single* call, instead of several individual calls. > > While it may not be entirely similar to your situation, in my earlier > projects i've gone from 300 tiles running at 10fps, to 1500 tiles running > at 60fps when making the switch to batch rendering. > -- 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 pyglet-users+unsubscr...@googlegroups.com. To post to this group, send email to pyglet-users@googlegroups.com. Visit this group at http://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.