These are chat archives for pixijs/pixi.js

25th
Mar 2016
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 12:29
YAY
@JiDW i remember your help with pixi-compressed-textures
do you want to try integrate it into next version of gme?
Mathias Latournerie
@JiDW
Mar 25 2016 13:40
gme ?
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:29
*game
also, v4 is coming soon :)
Mathias Latournerie
@JiDW
Mar 25 2016 14:39
I don't know if we'll use v4 for the next game, we made a lot of very specific modifications to PIXI and invested a lot of time into it. we'll probably want to reuse this work one or two time before updating to a new major version to make it profitable
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:39
can you publish this specific modifications?
Mathias Latournerie
@JiDW
Mar 25 2016 14:39
We do have compressed texture in this game already so it would not be worth it for now I guess
that would be very tricky
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:40
then Il'l provide you a way to use v4 without them :)
in your next project
also, you made a great game, if you write some articles on workflow ...
that will be very helpful for other teams :)
we need some workflow for pixi projects
Right now i'm working on cameras, z-indices, depth test, culling
Did you change something in Texture/BaseTexture classes?
Mathias Latournerie
@JiDW
Mar 25 2016 14:42
some of them made it to the master branch in a more general implementation. we could not wait for an official release and we had to create them with a specific use case in mind that would not be ok for PIXI master
yes
we changed things in most of the modules
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:42
i changed it a lot in v4
for example, it is possible to use rotated textures by 90/180/270 degrees and mirrored too
Mathias Latournerie
@JiDW
Mar 25 2016 14:43
iirc we changed how text textures are stored in the memory
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:43
you mean cache?
Mathias Latournerie
@JiDW
Mar 25 2016 14:43
we generate the texture as soon as the text is created and then dispose the canvas element
it was needed for performance inside cocoon
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:43
oh nice
that's good idea actually
remove generated canvases as soon as possible
we need to add it as an option
that's not specific to your project, i think i can do that right now in some other projects
Mathias Latournerie
@JiDW
Mar 25 2016 14:44
yes but if we had time we would have make it even better and reuse the same canvas instead of creating/destroying it every time
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:44
yep, i want to do that too
great idea
EVERYTHING about performance in webview/cocoonjs/whatever you MUST POST
i need it
Mathias Latournerie
@JiDW
Mar 25 2016 14:45
well we did publish a plugin for text and cocoon that add a cache system for texts
it is not up to date anymore but it is still working
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:46
Im working on signed distance fields fonts
they dont need that canvas :)
never heard of it, sounds promising
problem is with cocoon, when you create an offscreen canvas, cocoon can't do that and create a framebuffer instead
thats why text are such a performance killer with cocoon and pixi
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:47
ohshit
what else?
something about bounds/ containers/ transforms?
Mathias Latournerie
@JiDW
Mar 25 2016 14:48
no, I don't think so
ah yeah, bitmaptext
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:49
do you use bitmaptext?
Mathias Latournerie
@JiDW
Mar 25 2016 14:49
the way it is implemented, it is very hard to generate bitmapfont from a framed texture (spritesheet) and dealing with resolution at the same time
yes, for numbers
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 14:50
im going to use tool from libgdx for it
and signed distance field filter :_)
Mathias Latournerie
@JiDW
Mar 25 2016 14:50
nice :o
we made some kind of hack to be able to easily deals with cacheasbitmap as a general rule for UI but still set some elements to draw on top of it without having to deal with multiple container. it helps our interation since we do not need to know beforehand what elements will be animated. we just tag them and they are drawn on top of the cached container
Mathias Latournerie
@JiDW
Mar 25 2016 14:56
we get rid of a lot of lowp float in the shaders
because mobiles have a hard time with it
(mediump is enough most of the time however)
we made so many changes to the tilingsprite shaders, some pushed, some not that I have no idea if the master branch is fully debugged
and finally we added a CDN root path inside the ressourceloader to accomodate our network model
Mathias Latournerie
@JiDW
Mar 25 2016 15:01
Given more time, we would have pushed a lot of these things but well, late on the deadlines, priorities, the usual stuff
Ivan Popelyshev
@ivanpopelyshev
Mar 25 2016 18:41
:)
lowp float? where?
yeah, resourcesloader patch will be nice