Open Creta5164 opened 4 years ago
Thank you for your report! I don't know much about rendering, so it's better to let Pixi manage it.
I think it's going to require quite a lot of changes to core scripts in second option. If need optimizing in a short time, I would recommend a dynamic texture solution. I think this method can be expressed in the same way as it is now without creating many additional canvases.
If the situation is not good and there is no other way, I recommend the second option.
@Creta5164
Sorry for the late reply, but I'm still interested in your agenda. Certainly the first method seems to be better. But since it is very technical, it may be wrong if I implement it.
Could you write a pull request? I don't know if the publisher will officially release it, but we can publish your proposal as a new open source version on Github.
Sorry, but I'd not currently have enough margin of time to contribute significantly to this project.
So I created a demo to actually demonstrate the concept of dynamic textures.
Pixi has a RenderTexture
, that makes it possible to draw Pixi's DisplayObject
.
This demo shows a demonstration of creating elements of a window into a Pixi Sprite
, drawing a window on a RenderTexture
, then tearing it off and recreating it into a Sprite
.
This is a simple demo, and in order to actually use it, this will need function about lot of drawing and erasing textures to use dynamically in the RenderTexture
. (Dynamic texture)
Check this post for how sprite packing algorithm works.
Thanks! I will study more about rendering ;-)
iOS application debug log
JS console debug log
We are porting MV games to iOS and found the following flaws in the core script.
This problem is quite serious and is not very well suited to RAM optimization and modern GPU rendering methods.
Our game dev team have confirmed while porting to iOS, core script makes cache texture just one time uses for making every windows. (even when moving window cursor too...)
This approach is extremely inefficient.
Because of this problem, the web view we used to port to iOS, WkWebView, opens and closes the menu dozens of times, causing the web view will refresh page by cannot handle the huge memory heaps. It's very serious.
Here is reason:
There are two alternatives:
Dev team should know why need to be more concerned about VRAM and RAM optimization issues, please check the link below.
What is a sprite sheet? What is a sprite sheet? - Performance