I have written a Windows 8 game metro style using Javascript. I have a problem that makes the game too slow when I set gameContext
with shadow or transparent.
ctx.shadowColor="black";
ctx.shadowBlur = 10;
ctx.globalCompositeOperation = "lighter";
ctx.globalAlpha = 0.3;
How can I improve the game's performance?
I have written a Windows 8 game metro style using Javascript. I have a problem that makes the game too slow when I set gameContext
with shadow or transparent.
ctx.shadowColor="black";
ctx.shadowBlur = 10;
ctx.globalCompositeOperation = "lighter";
ctx.globalAlpha = 0.3;
How can I improve the game's performance?
Share Improve this question edited Mar 29, 2013 at 16:11 Simon Adcock 3,5623 gold badges28 silver badges42 bronze badges asked Mar 29, 2013 at 16:03 goosegoose 471 silver badge8 bronze badges2 Answers
Reset to default 6Well…
Don’t use shadows because they are the enemy of performance: http://www.html5rocks./en/tutorials/canvas/performance/
But, you can get shadowed results without using shadows!
You can dramatically speed up your draws by saving your objects as cached images. Below is a parision of drawing with shadows versus drawing a cached image. Drawing with cached images is hundreds of times faster then drawing with shadows.
Here is code and a Fiddle: http://jsfiddle/m1erickson/7YcaC/
<!DOCTYPE HTML>
<html>
<head>
<style>
body { margin: 0px; padding: 20px; }
canvas { border: 1px solid red; margin:10px; }
</style>
<script type="text/javascript" src="http://code.jquery./jquery.min.js"></script>
</head>
<body>
<p id="shadow">Redraw using shadows</p>
<canvas id="myCanvas1" width="220" height="120"></canvas><br/>
<p id="cache">Redraw using a cached image</p>
<canvas id="myCanvas2" width="220" height="120"></canvas>
<script>
var canvas1 = document.getElementById('myCanvas1');
var context1 = canvas1.getContext('2d');
var canvas2 = document.getElementById('myCanvas2');
var context2 = canvas2.getContext('2d');
// create a cache image of the shadowed rectangle
draw1();
var image=new Image();
image.src=canvas1.toDataURL();
var t1=new Date().getTime();
console.log(t1);
for(var i=0;i<100;i++){ draw1(); }
var t2=new Date().getTime();
console.log(t2);
for(var i=0;i<100;i++){ draw2(); }
var t3=new Date().getTime();
console.log(t3);
alert((t2-t1)+"/"+(t3-t2));
$("#shadow").text("Redraw using shadows took "+(t2-t1)+" ms");
$("#cache").text("Redraw using cached image took "+(t3-t2)+" ms");
function draw1(){
context1.clearRect(0,0,220,120);
canvas1.width=220;
canvas1.height=120;
context1.rect(10, 10, 200, 100);
context1.fillStyle = 'red';
context1.shadowColor = 'black';
context1.shadowBlur = 10;
context1.shadowOffsetX = 5;
context1.shadowOffsetY = 5;
context1.fill();
}
function draw2(){
context2.clearRect(0,0,220,120);
context2.drawImage(image,0,0);
}
</script>
</body>
</html>
I am not sure but this sometimes helps, Add this to your css
canvas
{
-webkit-transform3d: translate(0,0,0);
-moz-transform3d: translate(0,0,0);
transform3d: translate(0,0,0);
}
What this actually does is that it forces the browser to use GPU to render the canvas. And hence increase in the performance. Unfortunately, this fix is only for browsers which support 3d transformations.