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accepted Canvas - darken sprites rendered by drawImage
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comment Canvas - darken sprites rendered by drawImage
Yeah, it would be faster, but the trouble is, I have 16 light levels, and I am considering going up because the difference from one tile to the next is still rather noticable. That would mean increasing the memory consumption by 16x! I guess I could give this technique a try, it just feels like it wouldn't be fast enough.
May
12
comment Canvas - darken sprites rendered by drawImage
That's a good and simple technique, but I fear it would be too slow to be done on a per-tile basis.
May
11
answered Canvas - darken sprites rendered by drawImage
May
9
accepted QuadTree: store only points, or regions?
May
9
asked Canvas - darken sprites rendered by drawImage
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answered HTML5 game obfuscation
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Jul
13
answered Huge performance difference when using drawImage with IMG vs CANVAS
Jul
13
comment Huge performance difference when using drawImage with IMG vs CANVAS
@hustlerinc: You mean render from a canvas onto itself? What would that prove? All the game's graphics are loaded from images, so you have to use an image at some point in the process.
Jul
13
comment Huge performance difference when using drawImage with IMG vs CANVAS
The trouble is that I'm relying on offscreen canvases to compose complex images. For example, I'm rendering a character's animation frames into an offscreen buffer, and then rendering things like clothing/armor/weapons on top. The game then renders from the composite canvas, rather that re-rendering all these details for each character, each frame. With canvas-to-canvas performance being so poor in non-Chrome browsers, I'd have to render the composite back into an image. It's not the end of the world, but I was hoping there is a workaround.
Jul
12
comment Huge performance difference when using drawImage with IMG vs CANVAS
But why is there a difference at all when in both cases they are rendering the same data? And the fact that at least one major browser has the opposite performance characteristic means we need to implement two code paths in our renderers.