Aaaaand I'm a goofball.  I had vsync on.  140 fps (100 sprites) without
it.  I should have a working example of animated sprites in my data
oriented architecture very soon then.  Sorry to bother y'all!

Elliot
On Mar 18, 2016 3:49 PM, "elliot" <[email protected]> wrote:

> With colored polygons (squares), I can draw hundreds at 600 fps using this
> draw function.  If I bind a texture and use texture coordinates instead, I
> get barely 50 fps.  I am drawing numpy arrays directly with
> gl.glDrawArrays(gl.GL_TRIANGLE_STRIP).
>
> [pastebin of example code w/ cProfile output.]
> <http://pastebin.com/vtq0sNSL> I can provide a runnable example if needed.
>
> A pyglet function `clear` is taking most of the run time.
>
> This is on a celeron 2 CPU with no GPU.
>
> Insight into what aspect of this drawing routine is the bottle neck, and
> the correct way of drawing many textured rectangles, would be very
> appreciated.  (Drawing numpy arrays directly is of course essential to my
> question.  No pyglet batches)
>
> Thanks,
>   Elliot
>
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