On Fri, Apr 6, 2012 at 1:08 PM, Sam Bull <sam.hack...@sent.com> wrote:
> On Thu, 2012-04-05 at 19:25 +0200, Santiago Romero wrote: > > But in 3D-games rendered as "2D games" (2D opengl games), the sprite > > images themselves (animation frames) are textures projected in a > > cube-face, aren't they? > > If the sprite images are loaded from an external image such as through > pygame.image.load(), then yes. > > At the moment, my design involves a Surface object just being a class > containing information, there is no cube or anything. Then, when you > call a draw function, it runs the appropriate OpenGL code to draw that > shape, and attaches that information to the Surface object. When you > blit the Surface object to the screen, it simply runs through those draw > operations, drawing it all to the screen. So, the Surface object and > draw modules are not using textures directly, only if you blit an image > onto them, which again would go through pygame.image.load(). > > I don't know if that's an efficient way of doing it (it has some serious > problems at the moment), and I'll research into it more when I'm > cleaning up my code. > > If groups do the drawing, then it should be more efficient. Rather than sprites drawing individually.