jasonsturges Posted February 6, 2020 Share Posted February 6, 2020 (edited) Looking for some feedback on best practices for handling large texture data. On desktop, it seems I can easily load large textures exceeding 8k on a side; however, mobile fails to render past 4096 pixels on the longest side. Project I'm working on loads schematic views, of sorts - there's a background image on which components are placed. Zoom / pan is implemented from Pixi-Viewport project. These are available as vector, but prototyping as SVG seems to incur a significant performance loss. Not sure if there's a mipmapping approach, or some kind of level of detail such as TileMap. Roughly following the TileMap project... background image is sliced and loaded via multiple frames. Presume source code for the "webgl: zoomin and zoomout / retina webgl: zoomin and zoomout" examples are just https://github.com/pixijs/pixi-tilemap/blob/master/demo/main.js The canvas version doesn't appear to be working: main.js:104 Uncaught TypeError: Cannot read property 'flush' of undefined at update (main.js:104) Edited February 6, 2020 by jasonsturges jonforum 1 Quote Link to comment Share on other sites More sharing options...
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