The polygons are imho not a problem, drawing static 2 polys per tile is
nothing for any graphic card, if you have 1000 tiles, its *only* 2000
polygons. What I think is expensive, though, are texture changes. Thats why
I suggested texture atlas, ie holding graphics in one huge texture and
apply parts of them for different polygons. That way, you cut down the need
for texture swapping which is one of the bottlenecks (at least for me).
Also, I am not sure if pyglet uses shaders, but I hope it is, you can also
move transformations inside shaders for another speedup (if python is slow
at all the math operations when you zoom out/rotate etc).


2013/4/26 Joseph Clark <[email protected]>

> I don't know what OpenGL transforms are, but I have implemented methods
> that only process the tiles they need to: newly-off-screen tiles are made
> invisible, newly-on-screen tiles are made visible, and all currenly-visible
> tiles are relocated to new x,y coordinates.  This can still be hundreds of
> sprites that need updating, because those x,y numbers need to be adjusted
> even for the tiles in the middle of the screen.
>
>
> On Thursday, April 25, 2013 1:49:51 PM UTC-5, Juan J. Martínez wrote:
>
>>
>> Coco2d uses OpenGL transforms to move the Sprites required for the part
>> of the map you're drawing so it only needs to remove/add a row (or
>> column). Well, more or less.
>>
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-- 
Bc. Peter Vaňušanik

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