Hello, I started playing around with Pyglet recently and it was going fine
until I started trying to fill the screen with images. I ended up with an
atrocious frame rate, to the point where user mouse clicks weren't working
properly and animations looked really bad. In order to try to test the
limitations, I created the following test game to see what would happen:
*import randomimport pygletfrom pyglet import gl*
*class Game(object):*
* width = 1000*
* height = 600*
* images = [*
* {"filepath": "image100x100.jpeg", "count": 300}*
* ]*
* background_color = (0.3, 0.3, 0.3, 1)*
* report_interval = 5.0*
* def start(self):*
* self.pyglet_window = pyglet.window.Window(width=self.width,
height=self.height, vsync=False)*
* self.pyglet_window.event(self.on_draw)*
* self.initializeGL()*
* self.reset_report_timer()*
* self.initialize_sprites()*
* pyglet.clock.schedule_interval(self.tick, 0.01)*
* pyglet.app.run()*
* def initialize_sprites(self):*
* self.sprites = []*
* for image_set in self.images:*
* filepath = image_set["filepath"]*
* count = image_set["count"]*
* image = pyglet.image.load(filepath)*
* for i in range(count):*
* x, y = random.randint(0, self.width), random.randint(0,
self.height)*
* sprite = pyglet.sprite.Sprite(image, x=x, y=y)*
* self.sprites.append(sprite)*
* def print_report(self):*
* print "======================="*
* print " Call count: {}".format(self.num_calls)*
* print " FPS: {}".format(self.num_calls / self.report_interval)*
* def reset_report_timer(self):*
* self.report_timer = 0.0*
* self.num_calls = 0*
* def initializeGL(self):*
* gl.glEnable(gl.GL_TEXTURE_2D)*
* gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_NEAREST)*
* gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_NEAREST)*
* gl.glEnable(gl.GL_BLEND)*
* gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)*
* gl.glPushAttrib(gl.GL_ENABLE_BIT)*
* def tick(self, seconds_passed):*
* self.num_calls += 1*
* self.report_timer += seconds_passed*
* if self.report_timer >= self.report_interval:*
* self.print_report()*
* self.reset_report_timer()*
* def on_draw(self):*
* self.pyglet_window.clear()*
* pyglet.gl.glColor4f(*self.background_color)*
* pyglet.graphics.draw(4, pyglet.gl.GL_QUADS,*
* ('v2i', (0, 0, self.width, 0, self.width, self.height, 0,
self.height))*
* )*
* pyglet.gl.glColor4f(1, 1, 1, 1)*
* self.draw_sprites()*
* def draw_sprites(self):*
* for sprite in self.sprites:*
* sprite.draw()*
*if __name__ == "__main__":*
* game = Game()*
* game.start()*
I attached the file I used as well. The GL commands I used were designed
to get pixel perfect graphics, and I set them up a long time ago and don't
remember exactly what they do. If you think those are teh problem please
let me know and I will test it out.
The results were pretty crumby. I found that with 100 images I was sitting
at about 60 fps, with 200 images I went down to 30 fps, with 300 images I
was down to 20 fps.
I wanted to test out some features like the atlas and resource packages,
but I figured I would double check to make sure I am not making any obvious
mistakes here. Can anyone confirm that the limitations I am experiencing
are normal? If not, what can I try to get things working a bit better?
My specs are:
- MacBook Pro (15-inch, Mid 2012)
- Processor - 2.6 GHz Intel Core i7
- Memory - 8 GB 1600 MHz DDR3
- Graphics - NVIDIA GeForce GT 650M 1024 MB
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