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performance problems persist #3
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it must be faster becausee its using less copy operations. But we need to really know why is it slow, may be its JS problem already? |
It seems that PictureRenderer._renderNormal where most of the JS calls are. |
Yes, but we need profiling. If JS takes most of the time, then we can make batches for this renderer :) Something like that for custom renderer is in my list of things to do, so I can just do it earlier than i wanted. Btw, give me your email ill send you invitation to pixijs slack. |
It's a bit difficult to tell - since it's mostly a mobile issue and I'm failing to get anything decent out of using Safari remote profiling. How could I tell if it's a JS problem ? email is [email protected] Is it not possible to just replace the default Sprite shader like it used to be ? |
no, the multitexturing in v4 broke it. I'll make batching for your example a bit later and lets see how it goes |
OK - literally my shader is very simple and similar to the PictureExample, except I take out the clamping and add the following: |
@ivanpopelyshev |
batches for v4 exist in https://github.com/gameofbombs/pixi-heaven/ and https://github.com/pixijs/pixi-projection/ MultiTextureRenderer or something like that. |
I'll make example for v5 later :) |
Thanks for the quick response! I'll have a look at those links and see how far I'll get! |
Hi I'm having trouble getting any decent performance with my gradient plugin (on mobile device). It doesn't seem any faster than just using a normal filter.
E.g.
http://codepen.io/alexfoxy/pen/QdqEPO
Am I doing anything majorly wrong or is it just not really possible ?
J
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