Comments (2)
This is about 80% done! Build with -D flambe_enable_webgl to enable. Things still to be done:
- DONE: Texture.readPixels and writePixels.
- DONE: Texture.graphics.
- DONE: Scissor testing.
- DONE: A couple Graphics transform methods.
Performance is a bit better than the canvas renderer on desktop browsers, except for Chrome (Linux) where it's way better. No difference on the Android Chrome beta. I need to do more testing, until there's a clear performance win to using WebGL, I'm probably going to pause work on this for now.
I would happily accept patches for the remaining things though :)
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WebGL is a lot faster than canvas on Android Chrome stable!
More TODOs:
- DONE: Wire up contextlost events to System.hasGPU.
- Compressed texture support.
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Related Issues (20)
- Low Quality on Chrome - Android HOT 1
- @:componentBase to extended components HOT 3
- Cache problem / Type name Math is redefined from module Math HOT 1
- Haxe 3.2 has been released. Current haxelib code is broken.
- html5 color / masking bug HOT 1
- template project wont build html HOT 2
- Windows 10 - Development server not found HOT 1
- AnimatedFloat.watch() doesn't work as expected
- Asset reloading incorrect after refresh in browser
- Stage3DTextureRoot.readPixels wrong ARGB to RGBA conversion
- Android build fails with debug flag
- Scroll listener not working under chrome due to a browser bug HOT 2
- Signal priority HOT 3
- Has progress stopped? Should we migrate to another framework? HOT 26
- I found an issue with bitmap fonts and Font.hx
- Not Building HOT 1
- Screen not drawing while loading asset pack in android
- A black rectangle in HTML5 & Chrome HOT 2
- Playback.dispose() Does Not Stop Playback in Cocoon for iOS
- Is this dead ? or Alive ? HOT 8
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