yeah i just tested other few things. batches seem the only choice as whenever i try to draw all sprites individually it slows down beyond 1fps (for simple sprites and animations). if i draw the sprites in a batch then the fps goes all up to the 60fps vsync value. but with animations in the batch instead of raw sprites i still get poor framerates so maybe i should prepare multiple batches for every animation step so that this doesnt suck either.
On Sep 9, 3:33 am, Richard Jones <[EMAIL PROTECTED]> wrote: > On Tue, 9 Sep 2008, Alex Holkner wrote: > > My PyWeek entry from March (http://partiallydisassembled.net/make_me/) > > used tile rendering using batches. I didn't use sprites because the > > creation time for each sprite was too high. > > Cocos tile engine uses sprites in a single batch, creating and destroying as > needed. It doesn't appear to suck when scrolling :) > > 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 -~----------~----~----~----~------~----~------~--~---
