python / pygames

DevilWAHDevilWAH Member Posts: 2,997 ■■■■■■■■□□
I have been playing with pygames to draw points on a surface using the following code.
# First loop for number of ileratitations, screen is refreshed once each loop.for x in range (0,500):
	
	#pygame.display.update()
	pygame.display.update()
	#rects = [pygame.Rect(0,0,0,0)]
	windowSurface.fill(BLACK)
	
	# Loop to update each star in turn, write the screen pixel back to background, draw new pixel and save the areas for the screen refresh task. 
	for star in StarA:


		
		star[6] = (star[0]*cosT[star[4]]) + star[2]
		star[7] = (star[1]*sinT[star[4]]) + star[3]
		star[4] = star[4] + star[5]
		if star[4] >= 359:
			star[4] = 0
		windowSurface.set_at((int(star[6]), int(star[7])), WHITE)
		#rects.append(pygame.Rect(star[6],star[7],1,1))

as you can see I tried both full screen updates and just updating the changed pixels. however they real performance hit in the graphic is not the screen update. but the drawing of each star/pixel (there are 200 stars in StarA) this is where the time is taken when i profile the script.

So can any one suggest a better method to draw this to screen? I don't need to use pygames as the only reason I have done so it the nice simple interface. but I am more concerned with performance as this is running on a raspberry pi, and I would like to get it running with 1000+ stars at 25+FPS. Now I know i can pre calculate all the data points if needed, so it outputting to screen that I need to work on. The pi does have a GPU, but no idea how to make best use of it. I feel at the moment I am doing it in the most basic way and could get it to work a lot better.

Cheers
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