makes sense. Since I will be moving things around do I need to update the vertex list every frame? so render.add() for each frame?
On Monday, November 2, 2015 at 12:12:00 AM UTC, [email protected] wrote: > > You can't load a texture larger than your (target) system can handle, the > only choice you'd have is to break it up in to separate textures for > rendering. As for binding textures, its costs roughly the equivalent of > blitting an individual image per texture, so any performance impact would > be minimal. If you get lag by blitting 200 images, you'd get pretty much > the same by binding 200 textures, the difference is that your far less > likely to ever need to bind 200 textures than you are to draw 200 images. > -- 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.
