Not a successful thread I'm afraid...

Investigating pyglet/image.__init__.py, I found this sybilline comment in 
the class Texture :

    # no implementation of blit_to_texture yet (could use aux buffer)

Can someone explain what it means, what an aux buffer is and how to use it ?

Thanks!



On Sunday, August 4, 2013 11:53:48 PM UTC+2, Fred wrote:
>
> Hello,
>
> I keep on trying to develop my 2D RPG engine, and I face another slowdown 
> problem.
>
> The map of the game is made of tiles (32 x 32 px) and some of them (say, 
> around 30 among 500) are animated. 
>
> I tried to represent each by a sprite, whose image would be an Animation. 
> But that is too slow.
>
> Since most of these tiles are actually the same, I thought that, rather 
> than updating the image attribute of each 30 sprites, it would be more 
> clever to make those prite.image point to the same texture, and updating 
> this texture (by blitting the proper "image" regularly). I assumed fact 
> that copying something to a texture would be quite fast, especially if the 
> "something" is too a texture.
>
> Unfortunately, I can't figure out how to blit a TextureRegion in a 
> texture. blit_to_texture keeps on raising the same error 
> : pyglet.image.ImageException: Cannot blit <TextureRegion 32x32> to a 
> texture.
>
> So my two questions :
> 1) Is this idea (modify texture rather than sprite) sufficient to improve 
> performances ?
> 2) how to blit a texture on another ?
>
> Thanks in advance,
>

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