My question, not actually being a question, rather a matter of facts is that:
In my application I use PyGame for drawing sprites. So basically I'm doing the following:
surface.blit(image, [other_args])
Now this is pretty fast if the sprites are not too big. But now, I want to try to move to OpenGL (using PyOpenGL library) but I do't know if it's worth it, it would take some time and refactoring of my application.
So given that:
- I can't batch or combine sprites (I can't put everything into a single vertex array and just issue draw command), and I can't do instancing, because the sprites differ a lot
- There is a really big number of sprites
..is it worth to move to PyOpenGL or should I stick with PyGame only default blitting algorithm?
gl_VertexID. - derhass