On Friday 25 Sep 2015 15:51:43 Joe Cross wrote: > I'm trying to render shapes efficiently in batches, but so far have > run into some issues. > > > - Using GL_TRIANGLE_FAN for rendering a circle breaks when those > circles are batched together (bitbucket issue) > <https://bitbucket.org/pyglet/pyglet/issues/64> (github code) > > <https://github.com/numberoverzero/cells/blob/7989ed1a5af0199bf8df96f > 7293792f2ad127452/shapes.py#L72> . > - Rotating individual rectangles when they're batched together > (github code) > > <https://github.com/numberoverzero/cells/blob/7989ed1a5af0199bf8df96f > 7293792f2ad127452/shapes.py#L142> . > > I'm working on a few ideas for the first (primarily, a new allocator > that can toggle [or mark blocks ineligible for] merging/extending for > adjacent alloc/realloc). However, what is the recommended way to > handle the latter case? > > > The docs suggest I should batch triangles together for performance, so > I'm creating all of my Rectangle instances with GL_TRIANGLE_STRIP > (including degenerate vertices) in the same batch. How then do I > handle rotating each rectangle individually? Let's say that I have > 500 rectangles, all adjusting their rotation by a small random amount > every 1/60 of a sec. Is my only choice to re-calculate the vertices > and bake the rotation in? I'd love to use glRotatef or something, > but that will apply a single rotation to all of my rectangles. > > > This can't be a new problem. Am I missing something obvious? > > Right now I'm testing with this script > <https://github.com/numberoverzero/cells/blob/7989ed1a5af0199bf8df96f7 > 293792f2ad127452/main.py> which generates a bunch of rectangles and > rotates them all whenever the mouse is clicked/dragged. I'd expect > the framerate to stay higher than the 30-40 I'm getting for 341 > rectangles (2046 verts). > > > python -O main.py > > Python 3.5.0 > > Ubuntu 14.04 LTS on VMware Workstation 12.0.0 build-2985596 > (unlicensed) on Win7 SP1
I think you should do the rotations in a vertex shader but you will have to pass the rotation centre of each vertex to the shader. Write back if you need more help with how to implement that. -- 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.
