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* Fixed a bug in famous where transform would report changed when it was not and vise versa.
* Fixed a bug in famous engine where only every even child would get removed because a loop was iterating the list while it was being truncated in each step.
* Note: I've made an assumption that worldtransforms does not need to be updated every frame. this.calculatingWorldMatrix = true has been commented out in  Transform.prototype.setBreakPoint. I don't know if this is correct, nor do I know what those breakpoints are, but I think everything was flagged as breakpoints, so just commenting out that line helped me. There is probably some more correct fix for this.
The problem, massive amount of drawcommands being sent each frame, happens if DomElement.OnDismount is called and
this.setCutoutState(false);
happens. This call seem to be to turn off this cutout thing, but in my case it was never turned on.
Anyway, it causes som webgl content to be created, just so it can set that flag to off.
And in turn that causes the barrage of drawcommands.

So this fix is hackish in the sense that it stops
context._initWebGLRenderer();
from happening, and does not adress the real problem, whatever that is..
…y do it's things when some changes has happened. This save 12 ms on ipad2 when you have 1000 elements to go through.
Fixed it by refreshing all child transforms when a node is refreshed. Similar to what I did for the opacity system.
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3 participants