R0J0hound's Recent Forum Activity

  • SirSpunky

    It is most likely the webgl issue. If the performance is high then canvas2d isn't being used. If performance is low then webgl is being used. Different browsers have decide differently whether or not to use webgl or canvas2d depending on your graphics card. Node-webkit tries to force webgl to be enabled which may differ from what chrome usually does.

    In other news... A NEW RELEASE. Download on first post.

    [change] New icon thanks to paradox.

    [fix] Invalid colors would break "gradient fill" and "flood fill".

    • The default behavior when using a invalid color is black is used.

    [add] Added expressions to get individual components from colors: red,blue,green, alpha.

    [fix] A typo fix and a few other fixes that I don't recall.

  • clrammer

    It is something that would have to be fixed on the plugin side.

    tulamide

    That's not picky at all. I fully agree its ideal to have consistency. I'll shoot for the default behavior for an invalid color to use black instead as this is what html5 does. Gradient and fill should handle colors the same way. I'll have to see why gradient causes an error. Flood fill is a bit different as internally it uses numbers instead of a string. I should be able to fix that. Also thanks for pointing out the typo with horizontal.

    I'll try to get an update out sometime this week. Keep up with the bug reports and feature requests.

    newt

    Actually the HTML colors only take integers for rgb colors even though alpha is a float. Right now the colors are passed as is. I'd prefer not to have to do analysis on the string if I can before passing it.

  • Right now the way it's done is to load it into a sprite and then pasting it back into the canvas.

  • cantek

    That would be a very useful feature to have. Right now I end up analyzing by visually walking over my events and imagining the results of each one. Its not ideal and I often have to do some tests in a separate capx to see what a particular condition or actions does before I can analyze it in my events. It would be much easier to see what's going on if the debugger allowed you to step through events and see what's picked at each step. It would be and invaluable tool IMO especially for beginners as it would show you exactly what's happening.

    It's the main feature that's lacking from the debugger that would make it like a debugger for standard programming languages.

  • tulamide

    That memory leak comes from the texture not being freed when the canvas is destroyed. It only occurs on xp with webgl on and I can't fix it... but I'm not sure why.

    In other news I had a go at making a proper webgl fix and ran into too many issues to get it to work. C2's runtime isn't designed for it and I lack the technical knowledge, ability and time to get something working. So for the foreseeable future my recommendation is to use the plugin with webgl off for the best speed.

    Alpro

    I suppose it's doable but it doesn't really fit in with the canvas' purpose. Pasting a canvas with the spritesheet to a smaller one is a cleaner solution imo.

    Paradox

    I'm not offended at all. That's one nice looking icon. I'll include it in my next update. Thanks.

  • A way to do it would be to convert the bezier curve to a polyline. The more points you use the better the approximation of the curve you will get.

  • tulamide

    Hmm... The memory usage stays stable for me on my vista computer. I'll have to try it out on the xp one and get back to you.

  • Ok, a quick update. Updated download on first post.

    *Fixed the issue with the minifier.

    *A optimization was added for webgl. A texture won't be created every frame if nothing has changed on the canvas. Now only after stuff was drawn to the canvas will it update. This will make it faster for projects that draw occasionally or just once. If stuff is to be drawn every frame then there will be no benefit.

  • Sigmag

    1) The minifying bug isn't the cause of the performance hit. The hit is from using canvas2d internally and copying it to a webgl texture every frame. A proper fix would be to only use webgl when it's enabled.

    2) I test on a 10+ year old laptop with winxp/sp3 and a 5+ year old laptop with vista. Due to their age and a lack of updated drivers I only get a marginal speedup from using webgl. I have both android and ios devices but I haven't tested on them.

  • newt

    I'd rather not remove features if I can.

    clrammer

    Opps, re-download the plugin to eliminate the javascript error.

    And yeah, the performance issue is related to webgl and this plugin.

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  • keepee

    I don't have access to c2 ATM but my thought on how to handle scrolling and such would be to have the canvas' on a fixed layer and just translate the image point positions to the fixed layer. I believe there are some system expressions that can do the conversion. Everything else could be on other layers that scroll and shouldn't need repositioning to paste... I may be wrong as I haven't tried pasting to another layer that has a differing offset. If it doesn't then the falloffs and such will have to be moved before pasting and then moved back after.

  • Fixed the memory leak with the canvas plugin. I updated the download in it's topic.

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R0J0hound

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