I don't know much about what you're drawing, other than that you're
loading 153 textures. Are these large textures? Are the other
applications you are running also using video memory? Perhaps the
slowdown is from the opengl implementation needing to swap (video)
memory. (Although I wouldn't think such a hit would be that big...
just thinking out loud.)
Some of the things that are happening in rabbyt.render_unsorted()
* render() on each sprite is called. (Make sure you aren't
overriding render() with a function that's killing you.)
* Anims are evaluated. (Make sure you aren't assigning anything
crazy to the animateable attributes.)
* OpenGL drawing calls. Try drawing all your sprites using a single,
small texture.
That last one is most likely the problem, but if replacing your
textures doesn't change anything, you can try ruling out the first
two.
That's all that comes to mind for now...
Sorry it took so long to moderate this message... I'm a little behind
on my emails.
MWM
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