These are chat archives for pixijs/pixi.js

10th
Feb 2016
Bar Ziony
@bartzy
Feb 10 2016 12:11
Anyone knows perhaps what's the reason for "Rasterize Paint" that slows down a simple canvas operation (fillRect on a 300x450 canvas for example), when seen on Chrome Timeline?
I guest 5-6 of these per frame, each taking 5-10ms. It says it is on the Compositor thread. But I draw almost nothing - just a single rect.
This is on a mobile device, HTC Desire 310, on Chrome 48. It's quite low-end, has a Mali 400 GPU
Bar Ziony
@bartzy
Feb 10 2016 12:17
I know this is not PIXI related, just thought perhaps someone here has some insight since I couldn't google anything about it
Ivan Popelyshev
@ivanpopelyshev
Feb 10 2016 13:49
fillRect works slow on some devices
and in some browser its REALLY FAST
sometimes i use fillRect instead of drawImage and sometimes i dont use it at all :)
are you using PIXI.extras.TilingSprite?
Matt Ostgard
@MattOstgard
Feb 10 2016 23:06
Has anyone else looked at Adobe Animate yet?
(just flash without exporting to swf only to canvas and webgl)
Incredibly disappointing they haven't really done anything more with webgl.. can't use blend modes or text too. I expected at least that.
I realize webgl is still in preview.. but.. come on
Ivan Popelyshev
@ivanpopelyshev
Feb 10 2016 23:32
@MattOstgard not yet, but i think @GoodBoyDigital knows more about it
Matt Ostgard
@MattOstgard
Feb 10 2016 23:33
sweet at demo
Ivan Popelyshev
@ivanpopelyshev
Feb 10 2016 23:33
2.5D in pixiv3, special branch
gonna move it to separate library and then integrate into v4
Matt Ostgard
@MattOstgard
Feb 10 2016 23:34
cool
Ivan Popelyshev
@ivanpopelyshev
Feb 10 2016 23:34
@GoodBoyDigital did most of that thing, I just made a stupid demo :)
and few fixes
Matt Ostgard
@MattOstgard
Feb 10 2016 23:36
I've been messing with alpha as a separate image and actually got it to work as just a shader instead of extending sprite. I'll put on github soon.
Ivan Popelyshev
@ivanpopelyshev
Feb 10 2016 23:36
you need to extend sprite to overwrite uniforms every time you start rendering sprite
*uniforms of that sprite
Matt Ostgard
@MattOstgard
Feb 10 2016 23:41
hmm it seems to be working. I'll make some test art real quick so you can check it out.