These are chat archives for pixijs/pixi.js

16th
Dec 2015
Matt Ostgard
@MattOstgard
Dec 16 2015 01:03
@ivanpopelyshev I tested SkinnedMeshPatch.js and ran into an issue with replacing a slot's sprite with a pixi sprite.
Here it is without SkinnedMeshPatch.js and with
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 01:04
yeah, i'll fix that. I dont update slots matrices when i should
Matt Ostgard
@MattOstgard
Dec 16 2015 01:04
ah k
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 01:04
oh, actually im going to try it now
Matt Ostgard
@MattOstgard
Dec 16 2015 01:05
everything else seems to work fine, though I'm currently not using any skinned meshes
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 01:06
ok, then dont use it. I'll fix it later then. Need to do seomthing about "visible=false" thing too, because in skineedMeshRenderer its ALWAYS false ;)
may be use "renderable" for it instead
Matt Ostgard
@MattOstgard
Dec 16 2015 01:10
oh I see so this actually makes the spine instance all one mesh and.. animates the bones off the gpu?
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 01:12
yep, it uploads bones to gpu
Matt Ostgard
@MattOstgard
Dec 16 2015 01:13
wow awesome
that will be useful for us later.. will probably be using a lot of spine objects with animations that could potentially have a lot of bones.
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 01:17
number of bones is not a problem, it can make several passes on them
weights count is the problem, if one vertex depends on more than 4 bones my optimization will suck
Matt Ostgard
@MattOstgard
Dec 16 2015 01:20
We are currently not animating any characters or anything.. using it for fancy win text animations and stuff. So each vert would be one bone.
when you said several passes are you talking about for blending between animations?
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 01:28
ok, i comitted it
please try new version but use "renderable=false" instead of invisible
(gpupatch)
do it just for test. you really dont need my optimization if you are using text sprites
I need separate drawcall for each FFD-animated component, and i need multiple drawcalls if there are too many bones ;)
Matt Ostgard
@MattOstgard
Dec 16 2015 01:52
Sorry was driving home. Will try it now.
Matt Ostgard
@MattOstgard
Dec 16 2015 02:03
@ivanpopelyshev text displays now but doesn't follow the bone and setting renderable to false isn't hiding the image: http://codepen.io/mgard/pen/dGGZZY?editors=001
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 10:38
ok, got it. will fix it later
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 19:26
Join pixijs/pixi.js#2224 , discussion about pixi v4!
Matt Ostgard
@MattOstgard
Dec 16 2015 19:28
scene editor
Ivan Popelyshev
@ivanpopelyshev
Dec 16 2015 22:04
Does anyone know how to count used webgl memory?
because chrome gpu counter is obviously wrong