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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