On Thu, Oct 23, 2008 at 2:04 PM, josch <[EMAIL PROTECTED]> wrote: > > hey guys! > thx for the reply! here is how a scene roughly looks like: > http://www.assembla.com/spaces/heroes-renaissance/documents/crWD3WOnSr3ApNab7jnrAJ/download/Screenshot-hr.py-1.png
I don't know how the gameplay works, but another idea is to not clear the graphics buffer between frame updates. I.e., draw the highly detailed big map on the color buffer, then leave it there. If the screen isn't moving then you don't have to redraw each frame entirely. Just don't call glClear at the start of drawing. Then when something happens on part of the screen, redraw just that part. You can update nonrectangular regions using the stencil buffer, or you can change the viewport and use scissoring to update a rectangular area. The OpenGL guide has a chapter on this. This might take some extra coding to calculate which parts to update. And if most of the screen is changing it wouldn't help very much. I can't think of any reason you couldn't use the pyglet functions to do things still. If you're updating rectangles then you would just need a couple glViewport and glScissor calls before the update. -- Nathan Whitehead --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
