mariogarranz Posted March 1, 2023 Share Posted March 1, 2023 I have a big texture using a Spine animation (3905 × 2948). When its played for the first time, it causes a noticeable frame freeze, for around 1-2 seconds on slower devices, then it goes on. Performance debugger shows the issue is BaseImageResource.upload taking all this time to complete, making the animation frime very long. I tried adding prepare.upload, hoping this would let the render loop to keep going on while the GPU texture was loaded, but after several tests I came to the conclusion that this is not what prepare.upload is meant to do. It will properly resolve when the texture is uploaded, but the app won't run the render loop in the meantime. Is it correct that I cannot use prepare.upload for this, or may I be doing something wrong? Quote Link to comment Share on other sites More sharing options...
Yurii Bilas Posted March 1, 2023 Share Posted March 1, 2023 Hi, @mariogarranz! I'm not completely sure, but this discussion may be connected to your question, I guess. Hope it helps. mariogarranz 1 Quote Link to comment Share on other sites More sharing options...
mariogarranz Posted March 1, 2023 Author Share Posted March 1, 2023 Thanks for the hint @Yurii Bilas. I assume using web workers should work, but I was wondering whether prepare.upload can load the texture in the GPU memory without blocking the render loop, or it's just meant to be some sort of preload functionality before actually rendering anything at all. Quote Link to comment Share on other sites More sharing options...
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