hi!
in my first attempt to build something useful i just threw together a
few lines of code that displayed animated water tiles.
i did this by creating a water animation and adding it to a batch as
sprites with the individual coordinates.
this does work correctly but surprisingly the framerate will drop
significantly to something like 0.6fps when i do this fullscreen with
60x38 tiles (tile width/height: 32px) for my 1920x1200 resolution.
so it seems not to be the right way to do this kind of thing.

another thing: i only need to draw those tiles that are currently on
the screen what is the best way to do this? i would use a batch to
draw all tiles but when i do this i would have to dynamically add and
remove sprites from the batch(es) and this seems costly

i read the heffalump tile engine code but there the tiles are
individually drawn and not in a batch.
with every draw two nestested loops will draw every sprite necessary
but isnt this inferior to using a batch?
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups 
"pyglet-users" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to [EMAIL PROTECTED]
For more options, visit this group at 
http://groups.google.com/group/pyglet-users?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to