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Remove custom WebGL code from this sim #66
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SHA and date before removing WebGL:
|
Lets not do this until we try to use griddle first. |
Bar graph is done, see #31. Ill work on the pie chart next. |
They can just be removed at this point. |
We still want some layering so that subtypes of EnergySkateParkSCreenView can layer things in front of and beind the skater. I will keep bottomLayer (for control panel UI components) and topLayer (for interactive components that are draggable on top of the rest of the UI). |
One remaining comment related to WebGL says: // Use a separate texture for left/right skaters to avoid WebGL performance issues when switching textures
var leftSkaterImageNode = new Image( skaterLeftImage, {
cursor: 'pointer',
tandem: tandem.createTandem( 'leftSkaterImageNode' )
} );
var rightSkaterImageNode = new Image( skaterRightImage, {
cursor: 'pointer',
tandem: tandem.createTandem( 'rightSkaterImageNode' )
} ); @samreid would you recommend leaving this as is or should we try to do this with a single Image Node? Commit that added this was fcbe3ed, but I couldn't find an issue, do you remember what platform/context had an issue with this? |
Otherwise, I think all custom rendering has now been removed. |
We have to use 2 images for the skater, it contains text and cannot be flipped programmatically or "PhET" would come out backwards. I recommend recommenting that part and leaving the code as it is. Thanks! |
Oh yes I see! Thanks! |
Then this issue can be closed! |
#42 is an investigation about whether we can safely remove WebGL from ESP and keep good performance on PhET's targeted platforms. Should we see a 👍 there (which is likely), these are the immediate things that should be done (with recommendations from @samreid over slack):
renderer
args from SkaterNode BarGraphForeground and others.Remove GaugeNeedleNode custom webgl code in ESPRemove GaugeNeedleNodeThe text was updated successfully, but these errors were encountered: