Thanks Richard and Alex.

I ran the same code with -O and my fps went up to around 200.  Looks
like it's time to crack into that copy of the red book I bought.
Ideally, I would like to paint many thousands of 2D "sprites" per
frame so a vertex array looks promising.

-Jim

On Sep 23, 7:56 pm, Alex Holkner <[EMAIL PROTECTED]> wrote:
> On 24/09/2007, at 1:11 AM, Jim Storch wrote:
>
>
>
> > Hey everyone,
>
> > I am really enjoying working with Pyglet.  I love the minimal
> > dependency approach.  One problem I've run into though is slow image
> > blitting.  When I run the code below that performs 100 blits of the
> > same 64x64 png image I get about 19 frames per second.
>
> Like Richard suggests, you're going to have to optimise at the OpenGL
> level.  Thankfully the results can be worth the effort.
>
> Before trying anything else, try running with python -O, which
> disables the GL error checking and is usually at least twice as fast.
>
> You'll find that in general the bottleneck is either in the Python
> interpreter or the ctypes function call overhead (one for every GL
> call).  The idea, then, is to minimise the number of GL calls;
> typically by batching operations, sorting state changes and so on.
>
> If you're new to GL you may find the simplest optimisation is to wrap
> the img.blit() call in a display list, then glTranslate and
> glCallList to blit the sprites.
>
> You'll get the best performance by drawing a single vertex array as
> point sprites (delta-vhttp://www.partiallydisassembled.net/deltav/
> does this to draw its particles).  If you're only moving a subset of
> the sprites each frame, you could probably improve things by using a
> vertex buffer object.
>
> Good luck
> Alex


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