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

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