I saw saw tests for performance between the old C PyOpenGL and the new ctypes one... The older one was significantly faster from what I saw - but that is how it will always be - direct usage of a C lib is just like calling C functions and such - whereas ctypes you have to call a python function (which may call others) which will execute the C lib code...
I'll see if I can't find the page somewhere... On Mon, Mar 16, 2009 at 3:44 PM, Brian Fisher <[email protected]>wrote: > That's what PyOpenGL 2.0 was - a C extension instead of ctypes. (made with > SWIG) > > I actually still use PyOpenGL 2.0 for reasons other than performance > (py2exe packaging) - I had to build it myself on windows for Python 2.5, you > can get at an installer for it here: > http://thorbrian.com/pyopengl/builds.php > > I've never performance tested the difference between it and 3.0 though - is > somebody else could do that, I'd love to see the results > > On Mon, Mar 16, 2009 at 10:49 AM, Zack Schilling <[email protected] > > wrote: > >> If someone did this and I could drop it in to my code, that would be very >> nice. But for right now, PyOpenGL is serving my needs just fine. I can use >> about 600 independently textured and animated sprites onscreen, scaled and >> rotated, without stressing a low-end system more than 40%. >> >> On Mar 16, 2009, at 1:00 PM, Forrest Voight wrote: >> >> Would writing a replacement for PyOpenGL in C instead of in Python >>> with ctypes help? I think it really would ... PyOpenGL is internally >>> pretty complex, sometimes when I get tracebacks the error is 5 or 6 >>> levels into PyOpenGL. Even a C library that only implemented the >>> common functions and relied on PyOpenGL for the constants and >>> functions that do complex things like handling strings would probably >>> help a lot. >>> >>> >>>> Another way to increase speed is to write an opengl rendering engine >>>> in C and call and make it available as a Python extension. This is >>>> a major speed boost, in particular for a large number of iterations. >>>> Iirc PyOpenGL bindings are generated, many times this is suboptimal >>>> code for what you're trying to do, writing the Python extension in C >>>> manually have been faster for me many times. This is indeed true >>>> if you put your iterations inside a C loop instead of calling the >>>> C function from Python many times. >>>> >>>> >
