what happens if you need to load a spritesheet which is larger than 2000x2000 or 4000x4000? Shouldnt you try to get as many graphics onto one single image as you can? because it costs alot to bind another texture right?
On Sunday, November 1, 2015 at 11:27:08 PM UTC, [email protected] wrote: > > The specifics are covered in the documentation here > <http://pyglet.readthedocs.org/en/latest/programming_guide/graphics.html>, > but to break down this particular example: > > self.render.add(*number of vertex points*, *rendering mode for square*, * > group number*, > *vertex coordinates*, > *texture coordinatess*) > > 'v3f' is short form for 3 floating point coordinates (xyz) for each vertex > (4 in this case), and 't3f' is short for 3 floating point coordinates given > by the textures tex_coords value. > > If you don't use groups, then I believe you'd have to set up multiple > batches to render each separate image. This might not be that bad if you > use a Texture Atlas to group all the images you want to render on a single > texture, but they still have a limit to how big you can make them > (2000x2000 - 4000x4000, depending). > -- 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.
