html5 has some very strange behavior in 3d.
1: I noticed that a model can only ever have one texture applied to it. The model must be redefined per individual texture. All model calls will use the first texture mapped to. It never to updates unless the model is destroyed.
2: stemming from the same issue, you cannot even cycle an animation using a sprite and updating the texture pointer. All instances that call the model will all have the same first texture, no matter where its called, and it can never be changed.
When talking 3d, constantly having to create models and dynamically to updates textures doesn't work as it causes too many texture swaps and draw calls that lag. Alternatively, having a new model defined for very frame of animation and texture variant is a total pain in the ass.
Is this a limitation of html5 or a glitch? It only happens in html5. All other platforms work fine. I can work around it to a point, but the extra work is very tedious.
PS: also notice you cannot use sprite_get_texture() and store the value in an array. It will always return a white graphic. Can only store textures in variables, which is even more inefficient to iterate through.
PSPS: I don't even know whats going on anymore. Things work on android and windows and simply don't on HTML5 and there are so many points of fault that I can't tell what exactly is causing issues, if its not a great number of things. Anyone experience any of this? This is a nightmare.
1: I noticed that a model can only ever have one texture applied to it. The model must be redefined per individual texture. All model calls will use the first texture mapped to. It never to updates unless the model is destroyed.
2: stemming from the same issue, you cannot even cycle an animation using a sprite and updating the texture pointer. All instances that call the model will all have the same first texture, no matter where its called, and it can never be changed.
When talking 3d, constantly having to create models and dynamically to updates textures doesn't work as it causes too many texture swaps and draw calls that lag. Alternatively, having a new model defined for very frame of animation and texture variant is a total pain in the ass.
Is this a limitation of html5 or a glitch? It only happens in html5. All other platforms work fine. I can work around it to a point, but the extra work is very tedious.
PS: also notice you cannot use sprite_get_texture() and store the value in an array. It will always return a white graphic. Can only store textures in variables, which is even more inefficient to iterate through.
PSPS: I don't even know whats going on anymore. Things work on android and windows and simply don't on HTML5 and there are so many points of fault that I can't tell what exactly is causing issues, if its not a great number of things. Anyone experience any of this? This is a nightmare.
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