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m9dfukc

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Everything posted by m9dfukc

  1. Thanks for the links! Pixi.js v5 definitely looks like the way to go. Any ETA for the release yet? I'm not sure if createImageBitmap is async. I did a few tests with Chrome and the performance tools showed me that createImageBitmap was blocking the main thread (see attached image). Basically I am using a similar approach than this library except that I pass my ImageBitmap to an extended version of BaseTexture. Thanks edit: yes, createImageBitmap has an async api (via promises) but still comes with a massive performance hit. It still runs on the main thread though there are plans to send the decoding off to another thread. edit2: I was suspicious if createImageBitmap is really async or not so I wrote some test code which shows a rather odd behaviour if using HTMLImageElement as opposed to a Blob as an imput to createImageBitmap. Looks like the resource loader needs some adaption to pass a blob texture decode function. I added an issue the tracker. Performance Graph:
  2. Hi, I am building a media installation (with Pixi.js v4) which requires to load my textures while the system is running (ideally with a constant 60fps). Therefore I am using createImageBitmap in a Webworker instance and then transfer the ImageBitmap via transferable object to the "main thread". In the main thread I am using this approach to pass the ImageBitmap to Pixi's Texture Loader which then ultimately uploads the texture to the GPU via gl.textImage2d. This all works fine as long as I am using small textures but now I wanna load bigger textures (1920x6000px) and the texture upload starts to take a decent amount of time (70ms). Now to my question: Has anybody created a progressive texture upload for pixi.js similar to this threejs library? If not, what would be the best approach to tackle this? Basically I have similar requirements as the poster in this thread (again unfortunately wrong framework Thanks, Andreas p.s.: I've started to look into pixi.js v5 ... seems like createImageBitmap is coming, yeah!!!
  3. yep, exactly. I actually use it together with https://opentype.js.org/ which spills out bezier curves for the outline of the font. I then feed these to bezierjs and "resample" along the outline with `.getLUT(steps)`. .getLUT(steps)
  4. I just needed the same functionality and found this http://pomax.github.io/bezierjs/ ... works pretty well combined with PIXI
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