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Found 2 results

  1. Bad performance

    Hi, i´m creating an editor to make printable shirts and I use three js with pixi js. My objects like shirt or cup is in three js and workplace like canvas, where I can edit everything is from PIXI. And that is a problem I think so. My container has dimensions like 4000x4000 ... I know, its huge, Buut there is no a lots of object, so where can be problem with performance? This is highly in Firefox, where in smallest texture (product stone15) is FPS about 2-7..... Its horrible low! What I´m doing wrong and how I can fix it to make better performance mainly in Chrome and Firefox? This product is little bit better http://localhost:8080/index.html?product=stone15 This is really horrible in both chrome and firefox: http://localhost:8080/?product=tricko_polyester_unisex This is good in chrome but bad in firefox: http://localhost:8080/?product=cup&type=white Here you can find my sources https://github.com/kstroka/myeditor Thank you for your response and I´ll be refund you if you can help me!
  2. use canvas as texture in pixi v3

    hi, my problem is that i'm not able to use canvas as texture for my sprite. i tried to write the following code, someone can help me telling what i wrong? the code: <body> <script src="file:///C|/Program Files (x86)/js/pixi.js/bin/pixi.js"></script> <script src="file:///C|/Program Files (x86)/js/pixi.js/pixi-lights-master/bin/pixi-lights.js"></script> <script> var LightRenderer = new PIXI.lights.WebGLDeferredRenderer(1355, 700), MainRenderer = new PIXI.autoDetectRenderer(1355, 700), LightStage = new PIXI.Container(), MainStage = new PIXI.Stage(0x000000), lightOnDeveloper = new PIXI.lights.PointLight(0xffffff,4) PIXI.loader .add('bg','maschera.png') .add('bg_normal','maschera_n.png') .add('block_diffuse', 'developer_2.png') .add('block_normal', 'developer_normal.png') .load(function (loader, res) { var bg = new PIXI.Sprite(res.bg.texture); var block = new PIXI.Sprite(res.block_diffuse.texture); bg.normalTexture = res.bg_normal.texture; block.normalTexture = res.block_normal.texture; block.position.set(100,70); LightStage.addChild(bg); LightStage.addChild(block); var ambientLight = new PIXI.lights.AmbientLight(0xFFFFFF,0.7); ambientLight.position.set(100,100); LightStage.addChild(ambientLight); LightStage.addChild(lightOnDeveloper); LightRenderer.view.addEventListener('mousemove', function (e) { var rect = e.target.getBoundingClientRect(); lightOnDeveloper.position.x = e.clientX - rect.left; lightOnDeveloper.position.y = e.clientY - rect.top; }); animate(); }); function animate() { requestAnimationFrame(animate); LightRenderer.render(LightStage); } document.body.appendChild(MainRenderer.view); var canvas = LightRenderer.view; var LightStageBaseTexture = new PIXI.BaseTexture.fromCanvas(canvas,PIXI.SCALE_MODES.LINEAR); var LightStageTexture = new PIXI.Texture(LightStageBaseTexture);var spriteLightStage = new PIXI.Sprite.(LightStageTexture);MainStage.addChild(LightStageTexture);// other code to add sprite to MainStageanimateMainStage();function animateMainStage() { requestAnimationFrame(animateMainStage);MainRenderer.render(MainStage);} </script> </body>i would like to know why the canvas don't display and why it isn't update. thanks in advance!