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pixi.js / examples / example 19 - CacheAsBitmap / index.html
@Mat Groves Mat Groves on 26 Jan 2014 1 KB Added cacheAsBitmap to DisplayObject
<!DOCTYPE HTML>
<html>
<head>

	<title>Sprite Batch</title>
	<style>
		body {
			margin: 0;
			padding: 0;
			background-color: #000000;
		}

		.rendererView {
			position: absolute;
			display: block;
			width: 100%;
			height: 100%;
		}
	</style>
	
	<script src="pixi.js"></script>
	<script src="../../bin/pixi.dev.js"></script>


</head>
<body>

	<script>
	
	var viewWidth = 800;
	var viewHeight = 600;

	// Create a pixi renderer
//	var renderer = PIXI.autoDetectRenderer(viewWidth, viewHeight);
	var renderer = new PIXI.CanvasRenderer(viewWidth, viewHeight);
	//renderer.view.className = "rendererView";
	
	// add render view to DOM
	document.body.appendChild(renderer.view);

	// create an new instance of a pixi stage
	var stage = new PIXI.Stage(0xFFFFFF);


	var temp = new PIXI.DisplayObjectContainer();
	var bunny = PIXI.Sprite.fromImage("bunny.png");
	var bunny2 = PIXI.Sprite.fromImage("bunny.png");
	bunny2.rotation += 1;
	bunny2.position.set(30);
	temp.addChild(bunny);
	temp.addChild(bunny2);

	//temp.filters = [new PIXI.BlurFilter()];
	stage.addChild(temp);

	temp.position.set(300);

	stage.click = function(){
		//console.log("<>")
	//	var sprite = new PIXI.Sprite(temp.generateTexture(renderer.renderSession));
		temp.cacheAsBitmap = !temp.cacheAsBitmap;

	//	stage.addChild(sprite);

	//	sprite.position.x = Math.random() * 800;
	//	sprite.position.y = Math.random() * 600;

	//	console.log("!")
	};
	// create a displacment map


	var tick = 0;
	requestAnimationFrame(animate);

	function animate() 
	{
		temp.rotation += 0.01;

		// time to render the state!
	    renderer.render(stage);
	    
	    // request another animation frame..
	    requestAnimationFrame( animate );
	}

	</script>

	</body>
</html>