You could just keep track of animation state of each off-screen object (you
must be keeping track of animation state (i.e. current frame, etc.) to
animate anyway, right?)
and not actually switch the textures until they become on-screen, couldn't
you?

On Thu, Sep 25, 2008 at 9:10 AM, josch <[EMAIL PROTECTED]> wrote:

>
> hey alex!
>
> thx for the long and helpful response!
> i did exactly as you suggested:
>  * no usage of vertex list migrations but storing all tiles in one
> 2048x2048 textureatlas that i manually fill with resource.file images
>  * moving around with glTranslatef() rather than modifying the vertex
> coords
>  * drawing 3/4 of the scene offscreen so that i have to update the
> texture coords of my vertex list *very* seldom for moving around the
> map
>
> now another question: as i understood it, drawing offscreen makes
> sense as it will leave the batch untouched a long time and thus will
> increase performance. but recently i realized that i might have
> accomplished this for now with the offscreen drawing but later on i
> will have to change the batch anyway a *lot* of times as i have to
> animate the water tiles and some map objects and as far as i
> understood you, switching the texture coords for animation is touching
> the batch so does it still make any sense to draw offscreen if the
> batch will be touched regularly anyways?
> cheers
>
> josch
> >
>

--~--~---------~--~----~------------~-------~--~----~
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