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Showing results for tags 'output'.
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Hi, I have a strange doubt. It's experimental anyways, so it doesn't matter too much if there's no a reasonable solution for this. Let me explain this in a simple way: I'm trying to make Phaser interact with other image-processing libraries, in the way that can "feed" multiple visual outputs. Here's a little example of what I'm trying to explain: To try to make that I came with the idea to use BitmapData to render the necessary stuff into it and take the canvas context. The results? Slow perfomance. Okay, so after that I switched to RenderTexture that is a lot much faster to render things, but yes: You need to handle with matrix transformation to do basic effects like transformations, any-anchor rotation, etc... And well... I concluded that I'm re-invent the wheel trying to implement basic features that there's already in Phaser, but that's not avaiable for the restrictions that BitmapData/RenderTexture has. Doing some FX to a sprite that takes 3-4 lines in normal-output Phaser, takes 30+ lines trying to render them in a one of those "alternative outputs". So I came with the idea... Practically I need a "Phaser that renders in another stuff that's not the main output". Something similar like this. At simple researching I saw there's no a direct way to do this (maybe I'm wrong?). Also, I looked for a possibility to run multiple instances of Phaser in a once, but that's really convenient in pefomance-cost talking? Maybe one-instance can handle all of this and I'm not noticed? Yes, it's kinda specific. Maybe the solution still relies in BitmapData's/RenderTextures, but I'm curious about this. Thanks in advance PD: The motivation of this is for try to "build" a mid-complex scene in Phaser that it renders in a "sub-output" in a Canvas to pass it to ThreeJS to put it in a Shape and renders it back to Phaser main output. Maybe there's more straighfoward manners to do that.