erazemnot

Members
  • Content Count

    2
  • Joined

  • Last visited

  1. One more thing, it happens only on the first time the sprite is shown, later everything runs smoothly.
  2. Hi everyone, I'm noticing refresh freezes when showing items (loaded, but with visible set to false). With freeze I mean that although normally the game works with 60fps, when showing new item (loaded but not visible) it takes 300ms to call another render. My loop is simple and looks like the following: function render() { update(); renderer.render( container ); // render stage requestAnimationFrame( render );}I logged the render function to output time from the previous render and it returns 300ms when the problematic event occurs. I tested every single line and it came down to a single line: sprite.visible = true;This sprite is made visible through keyboard event (when space is pressed) and it is the single line of code being called. The texture for the sprite is loaded at the beginning by using PIXI.loader with event complete that instantiates the sprite object, closes the loading screen and shows the stage (container object, I'm using pixi 3.0.6). As follows: PIXI.loader.add("mysprite","sprite.jpg").once('complete',function(){ sprite = new PIXI.Sprite( loader.resources.mysprite.texture ); sprite.position.set( 100, 100 ); container.addChild( sprite );}).load();So why does it take so much time to render the object, it is loaded just not visible. Is there a workaround, like preloading (am I not doing that already?), I mean, this 300ms freeze is just too noticable. One more thing. It happens only on the first time the sprite is shown, later everything runs smoothly. I am testing with Chrome 43 (I tested the example with Chrome 43, IE11 doesn't seem to have a delay), same thing happens on Android after compiling with CocoonJS. Thanks.