kuuuurija Posted November 8, 2015 Share Posted November 8, 2015 Here is screenshot of bezier curve in both modes, http://imgur.com/Xb0sFVz My other idea was to draw curves in canvas mode and convert it to texture (dataURI) and then use it in webgl renderer, is it worth the effort? Quote Link to comment Share on other sites More sharing options...
kuuuurija Posted November 8, 2015 Author Share Posted November 8, 2015 never mind guys, I converted PIXI.Graphics to texture and added to stage as Sprite. WebGL curve line looks smooth var texture:PIXI.Texture = drawGfx.generateTexture();var lineSprite:PIXI.Sprite = new PIXI.Sprite(texture);lineSprite.cacheAsBitmap= true;this._container.addChild(lineSprite); Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted November 8, 2015 Share Posted November 8, 2015 Use anti-aliasing. renderer = new PIXI.WebGLRenderer({width: width, height: height, antialias: true}); Quote Link to comment Share on other sites More sharing options...
kuuuurija Posted November 8, 2015 Author Share Posted November 8, 2015 ya, antialias is set true. It doesn't help, without making use of texture. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted November 8, 2015 Share Posted November 8, 2015 Ok, I admit, PIXI have problem with lines in WebGL mode I dont think even forceFXAA:true can help with that. Quote Link to comment Share on other sites More sharing options...
xerver Posted November 9, 2015 Share Posted November 9, 2015 Graphics are drawn using the stencil buffer, the stencil buffer does not support anti aliasing. Caching as a texture makes it be drawn in the normal framebuffer pipeline, which does support antialiasing. Quote Link to comment Share on other sites More sharing options...
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