Closed ricofegh closed 5 years ago
This is expected. The internals of why WebGL works the way it does is a pretty long explanation, but trust me when I say there's not much I can do to work around it.
The best approach for needing a lot of blurs is to apply the filter to a container with all of the objects in it, or pre-blur the objects and fade between different levels of blur.
One of the things we're working on internally is allowing for a filter that simultaneously affects multiple objects. Even once we have that though it will not be a simple matter to make it work for a blur. Blurs are a huge pain in the butt.
I'll close this as everything is working as expected, but feel free to ask for help on places like stack overflow, emailing us, and reddit.
I'm trying to use one filter for many display objects. The problem I faced is that for each object the filter makes two active textures and this apparently leads to very bad performance.
Here you can find simple example which reproduces this issue: https://codepen.io/oleg-ignatov/pen/pQoeMz In this pen I apply one BlurFilter to 100 items and fps drops from 60 to 5 on my computer. With filter there are 202 textures in stage._textureDictionary while without filter there are just 2. Also I found no way to release these textures after I stop using filter.