newt you are right, it does. It looks like a lot of work to port the full Spine runtime from JS / webgl to the C3 SDK (including managing textures, animations, etc. in the C3 SDK, dealing with deforming meshes and degenerate C3 quads rendered to texture with proper texture projection.) So, I'm trying to take the shortcut of using the Spine JS/webgl runtime pretty much as is and push the final rendered output to a sprite (except loading atlas and skeleton from C3 project files.)
WackyToaster Yes, that's what happens, with the blobs, I'm trying some tricks like URL.revokeObjectURL() on the blob URI to give hints to the GC to do Minor GC over time, instead of Major GC. I also tried using the data URI, so at least I'm not creating blobs as I capture the canvas, however, I imagine that the Sprite Load image action may be creating blobs for the new image it's loading from the data URI (perhaps adding a URL.revokeObjectURL() to old blobs in the implementation of the Sprite Load image action would help, but this is all speculation.)
With the full project, it's similar, very smooth, but then every few seconds there is a stutter. I'll post the full project in another thread later, it's WIP, but promising!