rive-app / rive-app/rive-runtime
Use PLS on WebGL(emscripten)
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- Dominant language
- C++
- Stars
- 1.2k
- Forks
- 121
- PR merge metrics
- No merged PRs in 30d
Description
I've heard that PLS would significantly improve efficiency on Tile-based rendering, and I want to use rive as an efficient web-renderer on my android and ios phones. (I'm testing with the path-fiddle example)
Would Rive-runtime automatically enable PLS on webGL? If not, how could I enable it?
When I inspect the webgl extensions of my chrome, I can not find "WEBGL_shader_pixel_local_storage", I'm worrying if it needs special manual settings to enable.
Contributor guide
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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 with the path-fiddle example and inspect the runtime's WebGL/emscripten renderer and extension handling. Check how WEBGL_shader_pixel_local_storage is detected on Chrome and the target devices; done means documenting current support and a reproducible way to enable it if supported.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, web-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100