well i just did not want to have the overhead of all those mighty cocos transformations and animation stuff. i need it small and simple. i just read a bit into the cocos tile engine code and it seem that on each draw it fills a new pyglet batch with sprites - just as i proposed in my first post. maybe this really /is/ the best way to do it?
but then again - what about this issue with animated tiles? On Sep 8, 11:44 pm, Richard Jones <[EMAIL PROTECTED]> wrote: > > 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? > > All of this is handled by the Cocos2d tile engine :) > > Richard --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
