Topic: Metaballs, Canvas, low fps (Page 1 of 1) |
|
---|---|
Obsessive-Compulsive (I) Inmate From: Cracow, Poland |
posted 01-06-2009 00:59
Hello |
Paranoid (IV) Inmate From: Norway |
posted 01-06-2009 02:42
128x128 is an awful lot of pixels to draw and compute manually. |
Obsessive-Compulsive (I) Inmate From: |
posted 01-07-2009 01:17
I can't offer much help with the data:URI or much else, but I know the imageData approach would be a lot faster. code: <html> <body> <canvas id="canvas" width="128" height="128"></canvas> <script> var context = document.getElementById('canvas').getContext('2d'); var imgData = context.getImageData(0, 0, context.canvas.width, context.canvas.height); var r = Math.floor(Math.random() * 255); var g = Math.floor(Math.random() * 255); var b = Math.floor(Math.random() * 255); var a = Math.floor(Math.random() * 255); var data = imgData.data; var len = data.length; var index = 0; while (index < len) { data[index++] = r; data[index++] = g; data[index++] = b; data[index++] = a; } context.putImageData(imgData, 0, 0); </script> </body> </html>
|
Paranoid (IV) Inmate From: Norway |
posted 01-07-2009 11:02
As you obviously figured already by doing adaptive subsampling, such effect is a perfect candidate to render/process at lower resolution then strecth & blur. I really doubt you need to process 128x128 pixels. |
Obsessive-Compulsive (I) Inmate From: |
posted 03-21-2009 01:44
I'm a newbie to using <CANVAS>, but I think radial gradients in larger rectangles might work well. You'd just set the gradient colors so that the gradient is a white radial gradient whose alpha decreases as it goes outward. Now, there'd be the flaw of how the balls look when they merge: |
Nervous Wreck (II) Inmate From: |
posted 05-31-2011 11:08
Edit TP: spam removed
|