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Showing content with the highest reputation on 12/24/18 in all areas

  1. 1 point

    How to win at PIXI.extras.BitmapText ?

    hi, I'm trying to get bitmap fonts working, with little success. Now, the font that the pixi example uses, does work, e.g. - https://github.com/pixijs/examples/blob/gh-pages/required/assets/desyrel.xml demo page - http://pixijs.github.io/examples/#/demos/text-demo.js Bit whatever I output myself, from https://www.bmglyph.com/ as recommended here - http://pixijs.download/release/docs/PIXI.extras.BitmapText.html - does not work, failing with - TypeError: undefined is not an object (evaluating 'BitmapText.fonts[this._font.name].size') So, I'm wondering, what exactly did they output the example font, desyrel.xml, from? I'm using the Mac exporter that they recommend. Maybe that actually doesn't work, and only the windows exporter works? Um, kinda stuck. Any ideas? thanks, Tony
  2. 1 point
    @pinguI went for business verification, but I signed up for a DUN's Number (UK and I think US) and it linked to my facebook business page, so that's the route I went.. There were hurdles along the way still, but managed to get there in the end.
  3. 1 point
    Shader switch in pixi-v4 and v3. Also, graphics store its vertex data in a static buffer that doesn't have to be uploaded if graphics wasnt changed. For v5 you will be able to specify whether to batch graphics with sprites or not. In case of a batch, all graphics vertices will be pushed to buffer each frame, like sprite. Performance order: 1. Framebuffer change (slooooow) 2. Shader change 3. Texture change 4. Drawcall 5. buffer upload Each item is several times heavier than the next one.
  4. 1 point

    Ink / Outline Shader

    Added a new property: New ```Mesh.renderOutline``` property to render outlines around a mesh (used with ```Mesh.outlineColor``` and ```Mesh.outlineWidth```)