canvas-test | 🎮 happy canvas | Canvas library
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QUESTION
Canvas iterator supposed to randomize a 20px^2 square between yellow and green across the canvas but for some unknown reason, the pixels are wider than squares until about halfway through the canvas, where the pixels fragment into very tall columns.
The expected result is to have a canvas filling the screen made up of 20x20pixel squares of random yellow or green color, which the canvas automatically scales to change the size and aspect ratio to accommodate window resizing.
The actual result is the canvas seems to produce a third of the screen as very short and wide pixels with the expected color pattern followed below by very tall columns, followed by the page behind all of this.
I've asked around elsewhere to no avail, and I'm looking for any solution that meets the desired goal, so I'm open to anything.
...ANSWER
Answered 2019-Dec-30 at 08:38This line
QUESTION
I have an HTML/JavaScript SPA and I want to check whether Offscreen canvas is supported by the Browser or not.
I tried with
...ANSWER
Answered 2019-Jul-21 at 04:26you can check the prototype of the canvas which is a much more lightweight way to check than creating a canvas element.
QUESTION
Im having some trouble displaying vue components containing a canvas with different behaviors.
I want to be able to "switch component" using v-if and passing different properties.
i made a small example, see code below:
What happens now is that when i switch to 'blue' then 'red' is still "living" so when i draw the color is still 'red', although i can see the dom is changing and switching to 'canvas2'
--- COMPONENT------
...ANSWER
Answered 2018-Apr-20 at 08:54You use a non-reactive variable inside v-if
statements. This is not supported and the net effect is that the v-if
evaluation doesn't changes, even if color
does, so it's always the same component being rendered.
Switch to using a color data
property in the parent component and, for example, use v-model
or v-bind:value
to use it (as described in Using-v-model-on-Components in the guide).
In the parent:
QUESTION
(New to OpenGL / Emscripten)
For a stock trading client application I'm building there is the need of 40+ open charts. About 50% of them being in some sort of 'Free draw' state, meaning they show candlesticks plus other lines/arrows/images etc.
After trying a lot of options the last few months, here is what it comes down to.
- HighCharts: Easy but slow;
- CanvasJS: Faster but not fast enough
- WebAssembly + OpenGL: A lot faster, but a lot of work (still worth it)
I bootstrap a single WebAssembly app instance, and call functions on it to let C++ create charts with OpenGL, that maps to WebGL(2). It all works fine.
The reason I go for (WebAssembly + OpenGL) -> Emscripten, is because there is a lot of number crunching, and c++ suits that job fine as well :)
Problem is WebGL has a context limit of about 10 in Chrome(59). So having 40-100 WebGL context (Charts) is not a smart idea, also my guts tell me its a waste of OpenGL resources to have so many context that are almost always output as static images, unless you scroll the chart etc.
Does anyone have good experience with rendering a single OpenGL context to a random canvas element (or any other element, doesn't really matter)?
My thought are as follow:
- Start c++ OpenGL with an offscreen canvas in another thread, https://github.com/OleksandrChekhovskyi/emscripten-offscreen-canvas-test/blob/master/main.c#L35
- Javascript tells c++ to render a graph
- share/render the OpenGL backbuffer with JS through shared Uint8Array... SharedArrayBuffers gets filled by C++ in JS Worker thread and the main (render) thread only reads/transpiles to write image to canvas/html element.
I can't seem of any other way to not create many OpenGL contexts.
Question is: How performant will it be to do it like this, and basically copy over the OpenGL buffer to Javascript etc? It it far off track?
Thanks
p.s. bottom graphs (with red wave line) are now rendered by WebAssembly and OpenGL (GLFW etc)
------ UPDATE -----
Option 2: Always render to same Canvas, and use JS to copy context of canvas to another canvas (but it will probably be erased if the context updates..)
...ANSWER
Answered 2017-Jul-23 at 22:07So, after building some more I found a fast solution.
Im using just 1 context (GLFW) and trigger a C++ function through JS to render the chart, once done c++ signals back to JS using EM_ASM_ with the corresponding Chart ID to render the result (image) to its destination canvas width:
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