> "If you were drawing using window.clear , how much images would need to be drawn ?"
At worst case, several thousand. However, no more than 20 or so new images will ever appear per second. Currently, there is unacceptable lag when I draw even 10 images per batch, using blit on each one. > "An idea about the size of the images ?" There are some very large ones, but those only need to get re-drawn very rarely. The rest of them are fairly small. Every so often, the user performs an action that causes perhaps 30 or so small images to get drawn at once. > "How looks your on_draw method when using window.clear ?" It looks exactly like it's supposed to, but when I do that, I have to draw every single image every time on_draw is called. Doing so takes way too long (more than a second). On Tuesday, April 21, 2015 at 4:35:38 PM UTC-4, claudio canepa wrote: > > > > On Tue, Apr 21, 2015 at 3:33 PM, pyglet_has_bugs <[email protected] > <javascript:>> wrote: > ... > > ALL my application does graphically is blit images once in a while, and >> blit them again when the images become modified, so it seems like there >> should be a very simple solution. >> > > Yes, sounds as it should be simple, so some questions > > If you were drawing using window.clear , how much images would need to be > drawn ? > > An idea about the size of the images ? > > How looks your on_draw method when using window.clear ? > > Whats your video hardware ? ( very old Intel gpus were incredibly slow to > draw textures with non power of two dimensions ) > > > > > -- 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. For more options, visit https://groups.google.com/d/optout.
