Ich habe THREE.Points
mit THREE.PointsMaterial
. Als map
verwende ich generierte dynamische cavas
Bild. Ich muss canvas
auf jedem Rahmen neu rendern.DREI Js beste Leistung Weg, um die Textur zu aktualisieren Leinwand
mein Teil des Codes:
function makeEnemyBaseLabel(n,d) {
var canvas = document.createElement('canvas');
var context= canvas.getContext("2d");
var w = 5;
context.canvas.width = context.canvas.height = 128;
context.fillStyle = 'rgba(255,255,255,0.4)';
context.strokeStyle = 'rgba(255,255,255,0.5)';
context.beginPath();
context.moveTo(64-(w/2),64-w);
context.lineTo(64-w,64-w);
context.lineTo(64-w,64-(w/2));
context.stroke();
context.beginPath();
context.moveTo(64-w,64+(w/2));
context.lineTo(64-w,64+w);
context.lineTo(64-(w/2),64+w);
context.stroke();
context.beginPath();
context.moveTo(64+(w/2),64+w);
context.lineTo(64+w,64+w);
context.lineTo(64+w,64+(w/2));
context.stroke();
context.beginPath();
context.moveTo(64+w,64-(w/2));
context.lineTo(64+w,64-w);
context.lineTo(64+(w/2),64-w);
context.stroke();
context.textAlign="center";
context.font = "Normal 10px Sans-Serif";
context.fillText(formatDistance(d), 64, 85);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
return new THREE.PointsMaterial({ visible: true, size: 128, color: 0xffffff, depthTest: false, depthWrite: false, opacity: 1, sizeAttenuation: false, transparent: true, map: texture });
}
function updateEnemyBaseLabel(n,d,o) {
var canvas = document.createElement('canvas');
var context= canvas.getContext("2d");
var w = 5;
context.canvas.width = context.canvas.height = 128;
if(d < 100) {
context.fillStyle = 'rgba(255,255,255,1)';
context.strokeStyle = 'rgba(255,255,255,1)';
} else
if(d < 1000) {
context.fillStyle = 'rgba(255,255,255,0.6)';
context.strokeStyle = 'rgba(255,255,255,0.7)';
} else {
context.fillStyle = 'rgba(255,255,255,0.4)';
context.strokeStyle = 'rgba(255,255,255,0.5)';
}
context.beginPath();
context.moveTo(64-(w/2),64-w);
context.lineTo(64-w,64-w);
context.lineTo(64-w,64-(w/2));
context.stroke();
context.beginPath();
context.moveTo(64-w,64+(w/2));
context.lineTo(64-w,64+w);
context.lineTo(64-(w/2),64+w);
context.stroke();
context.beginPath();
context.moveTo(64+(w/2),64+w);
context.lineTo(64+w,64+w);
context.lineTo(64+w,64+(w/2));
context.stroke();
context.beginPath();
context.moveTo(64+w,64-(w/2));
context.lineTo(64+w,64-w);
context.lineTo(64+(w/2),64-w);
context.stroke();
context.textAlign="center";
context.font = "Normal 10px Sans-Serif";
context.fillText(formatDistance(d), 64, 85);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
o.material.map = texture;
}
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3());
enemyShipMesh = new THREE.Points(geometry, makeEnemyBaseLabel(1,1));
scene.add(enemyShipMesh)
..
..
update() {
updateEnemyBaseLabel(1,5,enemyShipMesh);
}
nach einiger Zeit habe ich ein Speicherleck. Ich bin mir sicher, dass das der Grund ist, neue und neue Texturen im Speicher zu erstellen.
Was ist der beste Ansatz, um Canvas auf das am besten referenzierte Objekt zu aktualisieren?
Ich suche so etwas wie:
var context = //new context without canvas creating?
context.fillText(formatDistance(d), 64, 85);
enemyShipMesh.material.map = context; // or most simple without creating a lot of new object each sec.