Brian Fisher wrote:
On 9/12/06, Kris Schnee [EMAIL PROTECTED] wrote:
So I tested the isometric version. 6 FPS, even with the logo and
interface turned off. Not good. How can my pasting tiles on a 2D surface
be slower than calling an OpenGL list of lists of 3D cube-drawing
instructions?
How
On 9/12/06, Kris Schnee [EMAIL PROTECTED] wrote:
[SW approach drawing tiles every frame to get object occlusion right]
well if you are going to get a nice speed with SW rendering, the trick
is to do as little as possible. I think drawing from pre-composited
backgrounds would be the least you
Dne Tuesday 12 September 2006 21:23 Kris Schnee napsal(a):
I was messing with a Pygame/OpenGL version of my tile graphics engine,
and am alarmed by a framerate issue.
This is the OpenGL version, which looks this bad because of hastily
drawn textures, full lighting, etc.:
Spurred on by the recent mails about OpenGL, I decided to give it another
go, and followed the NeHe tutorials from the main site, and grabbed the
lesson pack translated into Pygame from the pygame site.
First, awesome, actually taking time to carefully read through the tutorials
instead of
Jan Pobrislo wrote:
Actually, if you want OpenGL version to do isometric rendering, you'll need to
tweak the transformation matrix a bit. I didn't do it for a while, but you
need something like this:
in GL_PROJECTION matrix setup glOrtho view
in GL_MODELVIEW glLoad something like this:
| 1 0
On 9/13/06, Kris Schnee [EMAIL PROTECTED] wrote:
hopefully something to boost the framerate above 12!
As others have already mentioned, display lists are the key. For a
Disgaea type map, you could compile the entire landscape into a single
display list. This should speed up the rendering
I've put the file at http://www.telestatic.net/python/lesson11.py
Also, I attributed the original pattern to you, since tutorial 11 is based
on tutorial 6. All I had to do was remove what no longer seemed necessary,
and plug in the translated C code.
I will say though, that I use