anyway, i have a dilemma that i'm not sure if it's a pixijs bug or if i'm just doing something wrong: http://jsfiddle.net/51vLv2gk/1/ click run until all the circles look poorly pixellated... Does anyone know why this is happening?
@englercj yeah.. before I wandered off I saw another github issue you replied to along the same lines :( you mentioned that pixijs takes care of things by using shaders to deal with the rendering - when i tried to use shaders with threejs for a plane, i was restricted to 1024 variables (even using an array with 1024 items) for information...
so how is pixijs able to handle several hundred thousand items passed into a shader, even using a single texture?
the performance gain of using ParticleContainer is awesome.. if i can find a way to entirely use a shader to render my circles and pass in the x, y, radius, color for each one - i'd just as quickly take that approach
mhmm, always downscaling in that scenario.. i'll give that a shot. @ivanpopelyshev what were you meaning about me making my own container? an alternative to particlecontainer that was meant purely for drawing circles?
@englercj any chance you're able to link me to the area in pixijs source where it deals with passing in the info to the vertex buffer? i'm assuming the drawing takes place in the fragment shader - is that correct? hmm.. does that mean there's a varying info about the vertices in the fragment shader?
or am i just horribly misunderstanding.. lol
i tried to find it in the source, but i'm not seeing it (not sure entirely where to look)
there's the possibility that i may just be able to use a handful of particle containers. the other option is to go ahead and do a full implementation of something that can draw circles of various sizes and (hopefully) colors entirely in the shaders..
but that depends if i can understand how the information is being passed so that there isn't a crazy small limitation on data
so clearly my way of thinking needs to be shifted more for 2d/3d dev stuff
@englercj so ... since these are inside a container. when i want to 'move my viewport' - should i be shifting the position of my container then since all the circles will be moving the same amount/direction?
or would it be better to move each circle (i'm pretty sure i know the answer to this one, heh)
@ivanpopelyshev are the shadows from the tilemap zoom-in demo part of the textures - or is that shader stuff?
@ivanpopelyshev just thinking of random stuff since you seem to be looking for things to add - what about keeping track of traversable tiles? so that when someone is trying to make a character walk around, they can quickly query the tilemap stuff and be like "can a player walk here?"
that may be closer to game-engine type stuff rather than just tilemap responsibilities, not sure