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Re: [pygame] is fast opengl a possibility in pygame?



On Wednesday 24 August 2005 18:15, Jasper fired a shotgun at the keyboard and 
the following appeared:
>
> I use Display Lists for just about everything, and they greatly speed
> drawing; without them my game would be infeasible in pygame.  I'm doing
> something fairly similar to what you describe, using a textured quad for
> each hex in a gameboard, all of which are drawn in one display list.
> The soldiers are drawn in their own display lists, so they can move
> indpendently of the board.
> http://img374.imageshack.us/img374/4086/0824160601screen0mc.jpg

Hey, that's pretty kewl looking. Got a web page with more info?

Btw..........do you know if there are any memory or other resource problems 
that arise from infinitely creating displaylists? I was doing this on a sort 
of particle generator....each new particle generated a new displaylist (yes, 
horribly slow, this was early code). Now I just build one list and pass it to 
each particle instance at run-time.........basically I'm calling the same 
list for every instance of the particle (actually, smoke puff). I'm just 
wondering if my previous use of infinite displaylists may have been causing 
some of my performance issues over time.

This is it: http://x-plane.org/home/mattb/pics/x-smoke_8-08-05.html
It's a plug-in for the commercial flight sim X-Plane. The sim is not 
mine....the colored smoke is what the plug-in is drawing, everything else is 
X-Plane. I'm using PyOpenGL and still having some performance issues, but I 
think I've got things on the right track. It does seem PyOpenGL/Python is not 
suitable for very intensive graphical applications/environments, but it's 
still faster than I thought it might be.

	-Matt Bailey