Or another thought - what if it just used the polygons already generated by the distortion grid itself? It would be less accurate, but quicker to generate - although that could result in quite a lot of polygons to check for collisions with.
Ashley wrote:Well, neither skew nor distortion grids can really work in the canvas2D renderer. I'm already a little surprised to see how little WebGL shaders seem to be used, even when there are good fallback options, which seems to be mainly because they aren't supported everywhere yet. So I'm hesitant to add complicated new features which won't run everywhere.