Updating Canvas all at the same time - html5-canvas

I have an asp.net website.
I have 4 canvas controls.
I am uploading jpegs from my client desktop app from 4 different cameras.
1 canvas control per camera.
All works well.
Now, I just use 1 camera. This camera is of a higher resolution.
I still split this larger image into 4 parts (in the client).
I then upload all 4 parts and update each canvas element as before.
Now, when there is motion on the camera there is a 'shimmering' of movement because each image part updates sequentially.
I have thought about hiding a canvas control and displaying when all 4 parts are updated but is this the best solution for the canvas control?
Thanks

Related

What is the best way to add a background in Unity - preformance

I have a 3D app, my camera doesn't move- despite "clipping planes- Far"
That's why I can choose between 3 options-
Skybox (and use only 1 side of it). Not my favorite option because blurry and cropped.
Canvas+ Image (the problem is that I need to keep playing with its size because of the Camera's far option).
3D quad with an image material (the same problem as in 2).
Which option will give me the performance on mobile?

Animated Sprites blocked by Canvas in Unity

I have managed to animate a series of sprites by dragging a group of sprites into the Hierarchy. However, when I enabled the Canvas, the Canvas was blocking all the sprites. What should I do to display the animation on the Canvas? I have tried adjusting the layers and camera modes, but to no avail.
I'm not sure if I understood your question correctly, but I understand that you want your sprites to be displayed on top of the UI. You can use 2 cameras and adjust their depths so that one of them displays the layer of the animation (make this one the top camera) and the other one displays the UI layer.
Use Culling Masks in Camera
How to use Multiple Cameras

Photo synth 3d walk in three js or babylon js

Photo synth has an effect called "walk" not in the older version but in the newer one. Using a sequence of about 6 images I can create the effect that the user is walking in the scene. The software says it uses photogrammetry to create a 3d scene but from looking at the downloaded code it is just the images sliced up. Is there away I can recreate this effect in three js or babylon js? Using a blend from one picture to another?
I'm attaching a picture of the geometry the photo synth adds as it moves from one image to another.

Thee.js. textures from canvas refers to the lastone

I'm creating some textures for a tiled map.
I have 10 images. I put every one on canvas (to see it), then create a texture from canvas.
I think there is some persitent link to the canvas because the 10 textures created are equal to another (the last one).
Are three.js saving some information relative to the canvas and the 'neeedsUpdate' means that the same canvas is used ? (and if the process is fast I have the same canavas image for every one of 10 ?)
Any idea ? Thanks

Canvas versus SVG animations (effects[filters] and performance)

I am developing an application that should run equally smoothly on a web browser (IE support completely optional) and on iPhones and have tested various libraries for days, including: jQuery SVG, CAKE (Canvas Animation Kit Experiment), Burst Engine, Processing.js and Raphael, and have yet to find the right one for this experiment.
The input is optional - whether an SVG or a PNG rendered from the vector, the only two requirements for the animation library are to be able to animate (rotate) the image, and gradually apply a blur filter or a "trails"-like effect.
Should I go for SVG or Canvas, performance- and the forementioned effectswise?
Previously the project was in Flash, but regarding the trends and lack of iPhone support, I decided to switch to a more progressive software.
Here you can compare filter performance svg vs canvas yourself. Another example shows how to do an svg 3d lighting effect vs canvas 3d lighting effect
There are many nice demos over at chromeexperiments showing both canvas and svg. And there's svg-wow.org which does the same more or less.

Resources