tsm

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Everything posted by tsm

  1. tsm

    Shader performances

    Hi Shukant, Great news, I'll check it, thanks.
  2. tsm

    Shader performances

    Thanks for the link, I will study that, I wasn't aware of premultiplied alpha, it's interesting (it is blewing my brain already 😄).
  3. tsm

    Shader performances

    Ok never mind, multiplying my tint color with texture color.alpha is working like you did on your exemple. The code : https://www.pixiplayground.com/#/edit/v1ul6FO1tA5b9R4pQTf30 I still don't understand why gl_FragColor = vec4( textureColor.rgb, 0.0) is showing some pixels, but I'm not experimented with shader. Thanks a lot Ivan !
  4. tsm

    Shader performances

    Sorry Ivan, I was doing some tests on pixiplayground and wrong code has been saved. This is the code I was talking about : https://www.pixiplayground.com/#/edit/kEz5EE6EnJtA-gWPw1O8B I don't understand why the alpha parameter (color.a) has no impact. Even if I set it to 0.0, I still see some pixels.
  5. tsm

    Shader performances

    Hi Ivan, hope you are doing well. I'm struggling with the shader in the batcher you help me build : https://www.pixiplayground.com/#/edit/U3Sk72dkfAG0ZjriNxE4r My alpha channel isn't working correcltly, even with 0.0 instead of color.a line 14, I can't get the correct transpancy. Even with vec4(1.0, 0.0, 0.0, 0.0) I have red with no transparancy at all. Do you see where's my error ? Thanks.
  6. tsm

    Shader performances

    Thanks for the advice Ivan. The app I'm developping needs to display thousands of sprites with thousands of differents textures, atlases are interesting but I think I gonna have some problems with depth sorting. Every sprite can change his depth at any moment. Atlases is the next performance feature I need to test but it's not gonna be now. The batcher I implemented thanks to you makes a great difference, it is sufficient for now.
  7. tsm

    Shader performances

    Hi Ivan, I managed to make my plugin factory. It's great, I can display my special sprites with less drawcalls & the framerate of classic sprite. Thanks a lot for your time ! https://www.pixiplayground.com/#/edit/QEGbh9v-WSwHTWX6-I1ew
  8. tsm

    Shader performances

    No problem Ivan, I'll do it. Thanks again.
  9. tsm

    Shader performances

    Hi Ivan, I tried to use the BatchPluginFactory, I managed to provide my vertex & fragment shaders, geometry, and vertexSize, but do you know how can I override the inteleave ? Here is my code : https://www.pixiplayground.com/#/edit/MhxqhNXcDOlx6uq0x6ezx Thanks
  10. tsm

    Shader performances

    Hi Ivan, thanks a lot for your quick answers. I'll check your batchrenderer exemple it looks very interesting for my problem.
  11. tsm

    Shader performances

    Hi everyone, I work on a particule engine with thousands of particles and thousands of differents textures. I need to be able to tint particles with a different amount of tint for each particles. So I made a shader to do this and use mesh instead of sprite, but the performances are really bad with thousands of particles. I think the shader I made can't be simpler, does Pixi does something internally with sprites that mesh doesn't have ? Here's a exemple with the shader : https://www.pixiplayground.com/#/edit/DuEeDDzZltSRzeAwrWJiy Particles number and mode (mesh or sprite) can be tweeked to see performance differences. Thanks a lot.