Pryme8 Posted July 11, 2018 Share Posted July 11, 2018 So what would be the best order of operations, to basically render out a scene to a certain point (ie when all the objects propagated and one frame rendered). Then once that point is achieved to stop the render but leave what was on the canvas as it is like a still-frame. Maybe make a hidden canvas element then make it 'cycle' through an array of scene objects with export sizes and what ever setting for each one. Then have the DOM "locked" with a loading spinner and screen fill until the hidden canvas finishes all the images and has placed them on the dom. I know I could use a method like I just mentioned, but I was wondering if there are other perhaps simpler methods or if anyone sees any cons with doing it that way. Quote Link to comment Share on other sites More sharing options...
Guest Posted July 11, 2018 Share Posted July 11, 2018 Well as long as you call engine.stopRenderTarget() then the canvas content will remain unchanged. Does it make sense? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted July 11, 2018 Author Share Posted July 11, 2018 yes. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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