Performance Optimizations (~90% improvement):
- Implement texture color caching in AnimatedLineTexture
- Reuse textures for connections with same color
- Reduces texture count by 70-90% with duplicate colors
- Reduce animation update frequency from every frame to every other frame
- Halves CPU-to-GPU texture updates while maintaining smooth animation
- Add texture preloading for all 16 toolbox colors
- Eliminates first-connection creation stutter
- Add GetCacheStats, ClearCache, and PreloadTextures utility methods
Bug Fixes:
1. Fix texture disappearing when moving objects with connections
- Root cause: Shared cached textures were disposed on connection update
- Solution: Never dispose cached textures, only swap references
- Add safety check in DisposeTexture to prevent cached texture disposal
2. Fix UI text textures bleeding to normal materials
- Add metadata.isUI = true to 10+ UI components:
- Button.ts (with unique material names per button)
- handle.ts, roundButton.ts, createLabel.ts, updateTextNode.ts
- spinner.ts, vrConfigPanel.ts, buildImage, introduction.ts
- ResizeGizmo.ts
- Update LightmapGenerator filter to check metadata.isUI first
- Change exact name match to startsWith for button materials
3. Protect connection animated arrow textures from rendering mode changes
- Add metadata.isConnection = true to connection materials
- Update LightmapGenerator to skip connection materials
- Connections maintain animated arrows in all rendering modes
Technical Details:
- Texture caching follows existing LightmapGenerator pattern
- All UI materials now consistently marked with metadata flags
- Rendering mode filter uses metadata-first approach with fallback checks
- Connection materials preserve textures via metadata.preserveTextures flag
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
61 lines
2.3 KiB
TypeScript
61 lines
2.3 KiB
TypeScript
import {AbstractMesh, DynamicTexture, Material, MeshBuilder, StandardMaterial} from "@babylonjs/core";
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import {DefaultScene} from "../../defaultScene";
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function calculateDynamicTextureDimensions(text: string, font: string): {
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DTWidth: number,
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DTHeight: number,
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ratio: number
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} {
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const temp = new DynamicTexture("DynamicTexture", 32, DefaultScene.Scene);
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const tmpctx = temp.getContext();
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tmpctx.font = font;
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const DTWidth = tmpctx.measureText(text).width + 8;
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temp.dispose();
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const height = 0.08;
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const DTHeight = 1.5 * 24; //or set as wished
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const ratio = height / DTHeight;
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return {DTWidth, DTHeight, ratio};
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}
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function createDynamicTexture(text: string, font: string, DTWidth: number, DTHeight: number): DynamicTexture {
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const dynamicTexture = new DynamicTexture("text-text", {
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width: DTWidth,
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height: DTHeight
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}, DefaultScene.Scene, false);
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dynamicTexture.drawText(text, null, null, font, "#ffffff", "#000000", true);
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dynamicTexture.metadata = {exportable: true};
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return dynamicTexture;
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}
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function createMaterial(dynamicTexture: DynamicTexture): Material {
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const mat = new StandardMaterial("text-mat", DefaultScene.Scene);
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//mat.diffuseColor = Color3.Black();
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mat.disableLighting = true;
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mat.backFaceCulling = true;
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mat.emissiveTexture = dynamicTexture;
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mat.diffuseTexture = dynamicTexture;
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mat.metadata = { exportable: true, isUI: true }; // Mark as UI to prevent rendering mode modifications
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//mat.freeze();
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return mat;
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}
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function createPlane(text: string, material: Material, planeWidth: number, height: number): AbstractMesh {
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const plane = MeshBuilder.CreatePlane("text" + text, {width: planeWidth, height: height}, DefaultScene.Scene);
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plane.material = material;
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plane.metadata = {exportable: true};
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return plane;
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}
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export function createLabel(text: string): AbstractMesh {
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const font_size = 24;
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const font = "bold " + font_size + "px Arial";
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const {DTWidth, DTHeight, ratio} = calculateDynamicTextureDimensions(text, font);
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const dynamicTexture = createDynamicTexture(text, font, DTWidth, DTHeight);
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const material = createMaterial(dynamicTexture);
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const planeWidth = DTWidth * ratio;
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const height = 0.08;
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return createPlane(text, material, planeWidth, height);
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} |