Aaaaand I'm a goofball. I had vsync on. 140 fps (100 sprites) without it. I should have a working example of animated sprites in my data oriented architecture very soon then. Sorry to bother y'all!
Elliot On Mar 18, 2016 3:49 PM, "elliot" <[email protected]> wrote: > With colored polygons (squares), I can draw hundreds at 600 fps using this > draw function. If I bind a texture and use texture coordinates instead, I > get barely 50 fps. I am drawing numpy arrays directly with > gl.glDrawArrays(gl.GL_TRIANGLE_STRIP). > > [pastebin of example code w/ cProfile output.] > <http://pastebin.com/vtq0sNSL> I can provide a runnable example if needed. > > A pyglet function `clear` is taking most of the run time. > > This is on a celeron 2 CPU with no GPU. > > Insight into what aspect of this drawing routine is the bottle neck, and > the correct way of drawing many textured rectangles, would be very > appreciated. (Drawing numpy arrays directly is of course essential to my > question. No pyglet batches) > > Thanks, > Elliot > > -- > 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 https://groups.google.com/group/pyglet-users. > For more options, visit https://groups.google.com/d/optout. > -- 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 https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
