rive-app / rive-app/rive-runtime
Add a way to update Texture pixels instead of recreating full textures
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- Dominant language
- C++
- Stars
- 1.2k
- Forks
- 121
- PR merge metrics
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Description
Currently rive lacks the ability to update pixels in already created textures. I'm finding issues trying to efficiently update an audio Spectrogram i'm updating on the CPU and transfer it efficiently on the GPU at 60fps.
Consider adding:
virtual void Texture::updatePixels (uint32_t x, uint32_t y, uint32_t width, uint32_t height, const uint8_t rgbaData[], uint32_t strideBytes) = 0;
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start at the Texture API entry point and trace how textures are currently created and transferred to the GPU. Define the updatePixels interface with the requested region, RGBA data, and stride parameters, then verify that callers can update only a subregion without recreating the full texture.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 50/100