使用 pixi.js 平铺绘图的最快方法?

问题描述 投票:0回答:1

我有一张由 pixi.js 渲染器渲染的计算量很大的绘图。 然后,我从渲染器视图创建精灵,以便水平平铺绘图,并在屏幕画布上渲染精灵(使用 webgl 作为自动检测) 然而,我发现整个操作仍然很慢。您能说出如何提高性能吗?我不确定是否可以使用 RenderTexture 来代替,以及它是否会带来显着的收益。 感谢您的帮助,这是我的脚本的代码摘录:

 var canvasRenderer = new PIXI.autoDetectRenderer(w, h, {
   view :        $('#canvas')[0],    
   clearBeforeRender :     false  
 });

 var canvasGraphics = new PIXI.Graphics();
 var canvasStage = new PIXI.Container(); 
 canvasStage.addChild(canvasGraphics);
 canvasGraphics.beginFill();

   var renderer = new PIXI.autoDetectRenderer(width, height);
   var graphics = new PIXI.Graphics();
   var stage = new PIXI.Container();
   stage.addChild(graphics);
   graphics.beginFill();

   // Whole lotta rects
   for (var i in rects) {         
     graphics.drawRect(
       rects[i].left, rects[i].top, rects[i].width, rects[i].height
     );
   }
   graphics.endFill();
   renderer.render(stage);

   for (var j = 0; j <= loops; j++) {
     var sprite = PIXI.Sprite.from(renderer.view);
       sprite.x = j * width;
       canvasStage.addChild(sprite);
     }
   }

 canvasGraphics.endFill();
 canvasRenderer.render(canvasStage);
pixi.js
1个回答
3
投票

PIXI 有一个

TilingSprite
正是为了这个目的。

如果您正在绘制图形,则应该使用

RenderTexture
,然后将其放入
TilingSprite

    var renderer = new PIXI.autoDetectRenderer(width, height);
    var stage = new PIXI.Container();

    //Draw your Graphics
    var graphics = new PIXI.Graphics();
    graphics.beginFill();
    for (var i in rects) {         
        graphics.drawRect(
            rects[i].left, rects[i].top, rects[i].width, rects[i].height
        );
    }
    graphics.endFill();

    //Create a RenderTexture to hold the Graphics.
    //I don't know the size of your Graphics, so I'm making it up as 50 x 50
    var texture = new PIXI.RenderTexture(new PIXI.BaseRenderTexture(50, 50));
    
    //Render the Graphics into the Texture
    renderer.render(graphics, texture);

    //Create a TilingSprite from the Texture
    var tilesprite = new PIXI.extras.TilingSprite(texture, renderer.width, renderer.height);
    stage.addChild(tilesprite);

    renderer.render(stage);
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