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karlz

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  1. I also thought asm.js compiled versions of box2d and bullet3d blow pure js versions out of the water? So you're saying if i'd using the asm.js version in a js game does not gain performance benefits? What would be the reason for this?
  2. karlz

    Raw webgl access

    Ok thanks for clearing that up! Seems i have to dig a little deeper then to get this job done...
  3. karlz

    Raw webgl access

    You mean it updates both canvases entirely on the gpu (also the drawing over each other between these two)? I'm still learning, but what What opengl mechanism is used for this behind the screens, does each canvas create an FBO or something? Thanks again!
  4. karlz

    Raw webgl access

    disclaimer: i asked this question somewhat differently over at the phaser forum (http://www.html5gamedevs.com/topic/18306-access-raw-webgl-from-phaser/), but after some research i think the question is better suited to ask here.. I want to render some 3d overlays and i used this article as a reference: http://dscode.cf/?p=1 A seperate webgl canvas is used for my 3d operations, which i then bind to a pixi texture.This works and you can see my test here: http://codepen.io/anon/pen/vNaxEG Now i'm wondering if this construction results in something that is pulled from and pushed back to the g
  5. update: i found a post explaining how to do what i want for three.js and phaser, by hooking a canvas to a pixi texture: http://www.html5gamedevs.com/topic/4183-mixing-in-3d-elements/ http://dscode.cf/?p=1 With the help of this article i cooked up a minimal example that draws a triangle in a "raw" webgl context which can then be used as a sprite in the phaser world: http://codepen.io/anon/pen/vNaxEG While this works i noticed the animation is not smooth... i have the suspicion that this method causes the "backbuffer-canvas" in my example to be uploaded back to the gpu every frame phaser
  6. Hi i just started with phaser and thought it would be cool to mix in some 3d overlays for certain elements. Is it possible to render uv mapped meshes using phaser? I tried to pass the gl context (game.renderer.gl) to a function that does some raw webgl operations, but it bails out with the message: "INVALID_OPERATION: uniform2f: location not for current program", which seems pixi related? (https://github.com/pixijs/pixi.js/issues/181) Thanks! Karl
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