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 -- 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 https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
