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Krix Ferenc

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  1. Hi guys! Thanks the lot of help! @OSUblake: What do you think, what is the best size if a cut to pieces this big image? @Jonathan: Do you sure that optimizing is good way? I think client will need more performance to extract the compressed image. @Carl Can I change the canvas render frequency? Best regards,Feco
  2. Hi, We created a small game, where we tween a very long image (18000px) on the canvas. It has good performance on Chrome with a strong pc. But the tween is vey laggy on standard laptop or Firefox / IE. And I think this is relevant snippet: function init() { canvas = document.getElementById("bg").getContext("2d"); img = new Image(); img.xpos = 0; img.ypos = 0; img.src = "img/bg.jpg"; img.onload = function() { animate(); } $('#trigger').click(function() { TweenMax.to(img, 60, {xpos:-17807, ypos:0, force3D:true, ease:Linear.easeNone}); TweenMax.to($('#egg_container'), 60, {x:-17807, force3D:true, ease:Linear.easeNone}); TweenLite.ticker.addEventListener("tick", animate); }); } function animate() { canvas.drawImage(img, img.xpos, img.ypos); } init() We do something wrong? How can be the tween animation smooth on everywhere. We have BusinessGreen plan, please help! Best regards, Ferenc Krix
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