Thanks for your insite with regards to DrawArrays/DrawElements. There is a 
lot of old bickering online about how one or the other is "better", but not 
so much recent discussion. 

I think having the separate implementation of these things is a good idea 
for a start. I don't think anyone would want to have two seperate 
implementations side by side in the long run, but it's nice to compare side 
by side. I think you've already worked out most of the messy stuff, so it 
would be a matter of seeing if this implementation is feasable if we add in 
some fallbacks to keep things simple. For example, pyglet is really fast if 
you use a batch, and rely on the resources module to load your images. It 
still works fine, however more slowly, if you are ignorant of that and load 
all of your textures manually.

I have other things on my plate at the moment, but if you're keen to help 
make this happen we could open a new branch to experiment in. Let me know 
what you think.




On Tuesday, October 4, 2016 at 5:17:08 AM UTC+9, Josh wrote:
>
> I have the code with some bug fixes from after I sent it to you. It's not 
> in a public repository right now but I can put it somewhere. It's still not 
> thoroughly tested, it just worked for my project.
>
> Call for call, I think there isn't much difference between DrawArrays and 
> DrawElements (or if there is, it's on the GPU side). The huge advantage of 
> DrawElements is that you can render your entire game with just the one 
> call, and do it in whatever order you want. In current pyglet, when you 
> call batch.draw(), pyglet makes a separate DrawArrays call for each 
> separate texture that needs to be rendered. 
>
> What if we subclass VertexDomain with OrderedVertexDomain, create a 
> ZSpriteGroup class, and create a ZSprite class? That keeps backwards 
> compatibility. ZSprites would be initialized with a fixed ZSpriteGroup. 
> Unlike normal groups, ZSpriteGroups would maintain a TextureAtlas, a sorted 
> list of indices, and an OrderedVertexDomain, and would not allow children. 
> Batch methods would be modified so the batch always associates a ZGroup's 
> domain, and only that domain, with that group. This requires changes to 
> Batch.migrate, Batch._get_domain, Batch._add_group that explicitly check if 
> a group is a ZSpriteGroup. 
>
>
> On Monday, October 3, 2016 at 5:02:59 AM UTC-5, Benjamin Moran wrote:
>>
>> Thanks for the lengthy writeup, Josh. It seems like this is one of those 
>> issues that has no "perfect" solution. I was able to find the code you 
>> shared before, and it looks like a nice bit of work. Do you still have an 
>> active branch of this somewhere?
>> I'm also curious what your experience with glDrawArrays vs glDrawElements 
>> is, performance wise. Most of the talk on the subject is pretty old, so I'm 
>> wondering just what the differnce really is. 
>>
>> Not breaking code would be ideal. I think as long as there are fallbacks 
>> (even if slow fallbacks) would be a requirement, so as not to regress in 
>> functionality. Additionally, not to impose any behaviour that would 
>> negatively affect people who don't even use the sprite class at all. 
>>
>>
>>
>> On Monday, October 3, 2016 at 4:30:07 AM UTC+9, Josh wrote:
>>>
>>> Hi all,
>>>
>>> Been a while since I dealt with this, but here is the core of the 
>>> solution I came up with. Currently VertexDomain uses glDrawArrays to render 
>>> sprites. This requires the correct texture for each sprite has to be bound 
>>> before it can be rendered. So if you have, say, 100 distinct images being 
>>> rendered as sprites, that's (usually) 100 glDrawArrays calls per frame. 
>>> Also, all sprites sharing a texture are always rendered simultaneously if 
>>> they belong to the same batch.
>>>
>>> To solve this problem, I created a new method draw_ordered for 
>>> VertexDomain that uses glDrawElements. This allows you to pass a list of 
>>> indices that specifies the order the elements will be rendered in. However, 
>>> because you have to choose one texture to have bound before calling 
>>> DrawElements, everything in the domain still has to have a common texture. 
>>> So to make this solution work,* all sprites in a batch must take their 
>>> textures as regions from a single master textur**e *(in pyglet, 
>>> TextureAtlas was convenient for this; it automatically sets the texture 
>>> coordinates for the sprite vertices correctly).
>>>
>>> I still think the huge gains in efficiency make it worth changing to 
>>> glDrawArrays. To make it work with the existing pyglet framework, I created 
>>> a new rendering hierarchy in parallel with the existing pyglet methods: 
>>> OrderedBatch, OrderedSprite, AtlasAnimation, AnimationRegion. But a better 
>>> solution would be to have a singleton TextureAtlas. Getting images through 
>>> the pyglet resource tools would automatically enter them in the singleton, 
>>> and most users would not have to worry about the change in rendering 
>>> method. But definitely some code would break.
>>>
>>

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