zeeb137 Posted October 16, 2020 Share Posted October 16, 2020 I need to draw textures pixel by pixel faster. I can make colors buffer and use it to create texture, but that's not fast enough for me! I can use fragmentshaders but they update every frame is there any other way to do it that takes advantage of OpenGL performance without updating everyframe?! ivan.popelyshev 1 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 16, 2020 Share Posted October 16, 2020 Nothing can stop you! I dont see a problem. Give me an example. Quote Link to comment Share on other sites More sharing options...
zeeb137 Posted October 16, 2020 Author Share Posted October 16, 2020 I'm getting confused. The problem is that shaders draw every frame taking extra resources instead of drawing once! i'm correct right ? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 16, 2020 Share Posted October 16, 2020 (edited) then.. draw it once to renderTexture and use renderTexture in a sprite later? That works for heavy shaders & filters, but if you want pixi automatically determine whether something was changed - nope, not happenning, i have the fork that does it but its just not possible to open-source, the code is completely bonkers. Edited October 16, 2020 by ivan.popelyshev Quote Link to comment Share on other sites More sharing options...
zeeb137 Posted October 16, 2020 Author Share Posted October 16, 2020 Thank you, that's helpful i will use renderTexture! ? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 16, 2020 Share Posted October 16, 2020 > I can make colors buffer and use it to create texture > Thank you, that's helpful i will use renderTexture! ? Oh, so it was about "Texture.from(canvas)" and "texture.update()" , right? Quote Link to comment Share on other sites More sharing options...
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