Texture atlas.
2013/4/25 Joseph Clark <[email protected]> > In my game I have a grid of tiles to represent my map's background as well > as animate and inanimate objects. Not understanding OpenGL at all, I > simply coded all of this as a grid of pyglet.sprite.Sprites, each with its > own imagedata and x,y coordinates. I'm running into a lot of overhead now > when I try to scroll the map or resize the map. In either case, the x,y > coordinates of each and every sprite need to be changed, some sprites need > to be made visible, some need to be made invisible, and the code is getting > long and complicated. > > I was wondering if any of you veterans could point me in the right > direction as to how to optimize the way I'm using graphics. > One thing I was thinking was that instead of having dozens or hundreds of > tile sprites on screen, I could somehow "flatten" them all into a single > image and then moving it around would be much simpler. Creating a > "viewport" to the map could be accomplished by simply drawing a "frame" on > top of it. How would I accomplish these things, or is there an even better > way? > > -- > You received this message because you are subscribed to the Google Groups > "pyglet-users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > To post to this group, send email to [email protected]. > Visit this group at http://groups.google.com/group/pyglet-users?hl=en. > For more options, visit https://groups.google.com/groups/opt_out. > > > -- Bc. Peter Vaňušanik -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/pyglet-users?hl=en. For more options, visit https://groups.google.com/groups/opt_out.
