CamO Posted September 18, 2020 Share Posted September 18, 2020 (edited) @ivan.popelyshev Hey Ivan, sorry for the back to back questions but its important to solve this before continuing. How can i improve the of graphics from this to something like this without the grids I tried with resolution on Stage but it really affects performance Edited September 18, 2020 by CamO Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 18, 2020 Share Posted September 18, 2020 antialias:true in renderer params. If the quality is still bad or performance low - sorry, there's no way to do that thing in WebGL. Also, antialias doesnt work if you have any filters applied. You can try to use advanced technique i have here: https://github.com/gameofbombs/pixi-blit , only one guy was able to use it. The idea is that you have to cache all the graphics elements either in canvas2d either with webgl antialias. It also allows to use graphics inside filters. The limitation is size of rendered elements. I had to consult the guy for two hours before he was able to use this thing in his project. Quote Link to comment Share on other sites More sharing options...
CamO Posted September 18, 2020 Author Share Posted September 18, 2020 (edited) @ivan.popelyshevWell, I am going to have to give it a try. if not i will need to move to another project. Can. you give me your perspective on the different steps to implement it? Edited September 19, 2020 by CamO Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 19, 2020 Share Posted September 19, 2020 1. try run the demo. 2. try to understand how that code works. Its advanced stuff i use on my work to render flash shapes Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 19, 2020 Share Posted September 19, 2020 Alternative: use SVG or canvas2d to get whatever you want rendered in canvas, use Texture.from(canvas), use "texture.update()" whenever you modify that canvas. pixi-blit just helps to store those things in the same texture and increase performance of webgl part. Quote Link to comment Share on other sites More sharing options...
CamO Posted September 19, 2020 Author Share Posted September 19, 2020 i will try with what you have all i am asking is should i install the and can you give me a link to the exact cd of the demo? From there i will go on on my own. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 20, 2020 Share Posted September 20, 2020 (edited) https://github.com/gameofbombs/pixi-blit/tree/master/examples build the plugin, host whole folder, open examples, debug wtf is going on there , try to figure out why i did this thing Edited September 20, 2020 by ivan.popelyshev CamO 1 Quote Link to comment Share on other sites More sharing options...
CamO Posted September 20, 2020 Author Share Posted September 20, 2020 "try to figure out why i did this thing" Ivans braincracker challenge. Sure i will get into it @ivan.popelyshevOut of politeness you can try Solvicles an IQ test i made on App store and google play, it was for fun and its free, go for logic the option on the top right if you ever want to give it a shot :D Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 21, 2020 Share Posted September 21, 2020 (edited) > "try to figure out why i did this thing" Ivans braincracker challenge. Yeah, 3 years of work before I realized why we need exactly that architecture for plugin. and I always have problem with docs I just dont know how to explain this things without concrete questions. Edited September 21, 2020 by ivan.popelyshev Quote Link to comment Share on other sites More sharing options...
CamO Posted September 21, 2020 Author Share Posted September 21, 2020 @ivan.popelyshevIf I manage to do it i could help out with that, btw you said that "The limitation is size of rendered elements" are you saying that increasing the distance between points || increasing width and height || increasing scales will affect it and what will happen? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted September 21, 2020 Share Posted September 21, 2020 this thing uses different cache, whether its webgl2 rendertexture, webgl1 texture obtained from another webgl1 context with AA, or canvas2d. Size of elements matters. There's also "runtime cache" that doesnt work at the moment. Quote Link to comment Share on other sites More sharing options...
CamO Posted September 22, 2020 Author Share Posted September 22, 2020 @ivan.popelyshev If thats the case then it will affect the whole project, I guess Im just going to go to my xcode project instead. Thanks for everything Ivan Quote Link to comment Share on other sites More sharing options...
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