BjornM Posted January 21, 2017 Share Posted January 21, 2017 I'm new to pixijs, but what I've seen so far is very impressive. Great design of the API, naming of functions, variables, documentation, etc. Great performance. Congrats to the people behind it. I use my own sprite classes. Is there a way to bypass that part of pixijs? Optimally I just want to do a series of drawImage calls, where I pass a texture, frame rectangle (texture clipping), and transformation matrix, and its painted to the canvas in the order called. Very much like immediate mode rendering, instead of the pixijs scene graph which is more like retained mode rendering. Is there any example of this you can point me to? Or is the scene graph part of the optimization that makes pixijs high performance, so it would be worthwhile for me to rewrite my code to use pixijs' sprite classes? Regards, Bjorn Quote Link to comment Share on other sites More sharing options...
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