These are chat archives for pixijs/pixi.js

23rd
Mar 2016
Micheal Winger
@mordof
Mar 23 2016 16:40
question: why was the decision made so that every rendering frame for a WebGL Mesh Renderer, the vertices gets copied newly into the buffer, but uvs only get copied new if dirty = true is set?
Ivan Popelyshev
@ivanpopelyshev
Mar 23 2016 16:44
I think that's a bug :)
Micheal Winger
@mordof
Mar 23 2016 16:45
the indices and the uvs getting updated are the only reason dirty=true is a thing for webgl mesh renderer
Ivan Popelyshev
@ivanpopelyshev
Mar 23 2016 16:46
ah right
pixiv4 has the same thing
Micheal Winger
@mordof
Mar 23 2016 16:46
possibly just a thought process of the possibility that the vertices of the mesh would be updated more regularly? shrugs
could potentially use setters, or individual flags for setting each set of info if there's performance implications
Ivan Popelyshev
@ivanpopelyshev
Mar 23 2016 16:48
I think we need two "dirty"s
Micheal Winger
@mordof
Mar 23 2016 16:48
right
Ivan Popelyshev
@ivanpopelyshev
Mar 23 2016 16:48
dirty vertices and dirty uvs
Micheal Winger
@mordof
Mar 23 2016 16:48
that's what i was intending - 3, since indices also has that
if there were object setters for uvs, vertices, indices that flagged them as dirty - then the programmer wouldn't have to flag that themselves
it's not that hard to do for the programmer either way though,... so that's not a big deal
my uv mapping was getting mangled after dynamic changes.. i did some digging into the renderer to see if that was me, or the way it was getting updated. it was me.. lol
Ivan Popelyshev
@ivanpopelyshev
Mar 23 2016 17:31
yeah, i asked others, hope they will answer soon
why the heck buffers are re-uploaded every time
Micheal Winger
@mordof
Mar 23 2016 17:31
nods
Ivan Popelyshev
@ivanpopelyshev
Mar 23 2016 17:31
Pixiv4 will have different internals, and it will be easier to manage them
Micheal Winger
@mordof
Mar 23 2016 17:32
nice