richpixel Posted January 27, 2015 Share Posted January 27, 2015 Not sure if this topic has been covered somewhere, but I'm trying to decide whether to use a BitmapData or a RenderTexture... I want to create some background scenery by drawing a bunch of different plants and trees which are sprites, and then hopefully create a static texture that would render a lot faster than rendering all the sprites separately. Ideally I could dynamically create a single Phaser.Image and add that to the world... there are some examples doing this with a BitmapData, but I'm not sure what the pros/cons of using RenderTexture instead might be. Also wondering about max width/height in such a scenario... Thanks a lot! Link to comment Share on other sites More sharing options...
clark Posted January 27, 2015 Share Posted January 27, 2015 Also! What is the best way to "hopefully create a static texture". He can use a BitmapData, draw to it, and then create a new Phaser.Image using that BitmapData instead of a texture. This works. But it means if you have 20 say, icons, you have 20 BitmapData. Since a BitmapData wraps a HTMLCanvasElement, we could use toDataURI() to get out an encoded string. But then you kind of have some weird encoded string base64..... How does that fit into phaser? Sounds slow to me. +Everything rich asked. Link to comment Share on other sites More sharing options...
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