trsh

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Everything posted by trsh

  1. But that gives me: "VM69 pixi.min.js:3 Uncaught TypeError: Cannot read property 'worldTransform' of null". I cant update transform for stage :((
  2. https://jsfiddle.net/mvyu5b8j/ Check console. Wrong bounds Same with 4v seems work fine -> https://jsfiddle.net/atrvo643/ I can't migrate now, so maybe someone (life saver :)) can recommend a patch?
  3. OK. Thanks for the info.
  4. Noooooooooooooo! :)) So.. The architectural right now is a little bit off! Because some objects could be like 100% static, and they dont need Transformation (updateTransformation etc,) at all, still can have x,y,w,h and been drawn. Right now pixi calls updateTransform on every frame and object?
  5. I already wrote that my self. Can you comment on: ??
  6. When I work for example with SVG or KHA, there is default width and height and position, that has nothing to do with transforms. Transform is only applied when you start scale, move, etc. And if you choose to do so.
  7. Example: https://jsfiddle.net/8du4erv2/2/ Things I don't understand 1) Why is the SUB bunny as big as first, because I haven't added w, h or scale for it? 2) Why is the SUB bunny positioned like that? Basic math tell's me X=200 (bunny pos.) + X=10.5 (sub bunny), should be 210.5. From watching in PIXI source, I see the reason is that parent matrix is added to Child. But, this makes really hard to work with nested sprites. If I want the subBanny with default size, positioned in 10.5 in bunny, I would have to manually calculate dimension and position parameters, so when matrix is added, it looks right? Shouldn't PIXI add parent matrix to child, only if The child already added to That parent... or something like that?
  8. But I put .4 and I got (.4 - 0.0000000001) something. So i lost 0.000001 something?
  9. Any chance to battle those small precision errors? https://jsfiddle.net/u0zgL0va/ (check console -> x:200.39999389648438)
  10. Ok. Will try that! tnx for advice
  11. When transform is added to parent, it's also added to children right? In some case I don't want this - I want to control my self, how children reacts when parent transform is changed. Can I do that? Any advice?
  12. " I just put them in separated canvas in background and it works just fine" Can you explain a little bit more? What did you do/or suggest? "Try pixi-v4: https://github.com/pixijs/pixi.js/tree/dev/bin" Actually the results, in terms of jittering, are the same with antialias true and false. Antialias=true just makes sides smoother, not the transformation. I set it to false, because, I just tough that it would save some computing. And same thing with pixi 4 and 3 (in terms of jittering) :/ Maybe WebOS2 has some older webkit, that hans't very good support for webgl.
  13. Ok: 1) https://jsfiddle.net/x5amtvbw/ - here we go, simplified and ready. 2) I was more hopping for and theoretical advice, because, unless you own WebOS 2 hardware, you wont be able to experience the jitters etc. On my 2 PC's (high and low end) stuff runs smooth. Theoretical advice is like: "That kas old web-kit, weblgl sucks there" or "Week gpu machines, tend to work better in cpu mode". But this is blah blah, I dont know those things.
  14. Im doing pixi tests for WEBOS2. It's applications are besed on webkit, so basically it runs anything chrome can run. I experience some strange issues with my app and PIXI: 1) When I force WebGLRenderer my fps goes to 52, but the rotating box Jitters/overdraws at corners and overall looks bad. Smoothie does not help 2) When I fore CanvasRenderer, the corners do not jitter and animate smooth, and the FPS is 43 (but looks better overall). How that can be? Code : <html> <head> <meta name="viewport" content="user-scalable=no, initial-scale=1, minimal-ui, maximum-scale=1, minimum-scale=1"> <title></title> <script type="text/javascript" src="js/pixi.min.js"></script> <script type="text/javascript" src="js/smoothie.js"></script> <script type="text/javascript" src="js/stats.min.js"></script> <style type="text/css"> body, html { margin: 0; padding: 0; } </style> </head> <body> <script> var stats = new Stats(); stats.showPanel( 0 ); // 0: fps, 1: ms, 2: mb, 3+: custom document.body.appendChild( stats.dom ); //var interactive = true; var stage = new PIXI.Stage(); var w = window.innerWidth; var h = window.innerHeight; var renderer = new PIXI.CanvasRenderer(w, h, {antialias:false}); renderer.backgroundColor = 0x1099bb; document.body.appendChild(renderer.view); /*var smoothie = new Smoothie({ engine: PIXI, renderer: renderer, root: stage, update: update, fps: 1, interpolate: true });*/ var textureButton = PIXI.Texture.fromImage("http://pixijs.github.io/examples/_assets/BGrotate.jpg"); var plane = new PIXI.Sprite(textureButton); plane.anchor.x = 0.5; plane.anchor.y = 0.5; plane.width = h - 100; plane.height = plane.width; plane.x = w / 2; plane.y = h / 2; stage.addChild(plane); var alphaDir = -1; //var start = 0; //update(); //smoothie.start(); requestAnimationFrame( update ); // var button1 = function update() { //var progress = timestamp - start; //start = timestamp; //var deltaTime = progress/1000; stats.begin(); plane.rotation += 0.03; plane.alpha = plane.alpha + 0.01 * alphaDir; if(plane.alpha < 0.01 || plane.alpha > 0.99) alphaDir *= -1; renderer.render(stage); requestAnimationFrame( update ); stats.end(); } </script> </body> </html>
  15. trsh

    How can I lock FPS?

    Thanks guys. Will see into it!
  16. trsh

    How can I lock FPS?

    I want to clamp to 30 fps. Not some animation, but the whole rendering. How could I do that?
  17. Tnx. From pixi code I see the HTMl elements in PC appear only when TAB is pressed. What's the point?
  18. var renderer = PIXI.autoDetectRenderer(800, 600, { antialias: false }); document.body.appendChild(renderer.view); // create the root of the scene graph var stage = new PIXI.Container(); var grid = new PIXI.Graphics(); grid.lineStyle(1, 0xffffff, 1); grid.moveTo(0,10); grid.lineTo(20,10); grid.moveTo(10,0); grid.lineTo(10,20); //grid.cacheAsBitmap = true; stage.addChild(grid); var tilingSprite = new PIXI.extras.TilingSprite(grid.generateTexture(2), 800, 600); //tilingSprite.cacheAsBitmap = true; tilingSprite.x = 0; tilingSprite.y = 0; stage.addChild(tilingSprite); animate(); function animate() { renderer.render(stage); requestAnimationFrame( animate ); } Drop this into https://pixijs.github.io/examples/. 1) How can I eliminate spaces between tiles? 2) Is there some forced antialias? The tiled texture gets blurry and displaced Help, plizz. I tested with both dev4 and 3.0.11
  19. trsh

    About pixiFLIP

    Great! You are so much help in PIXI stuff. Can't thank enough.
  20. trsh

    About pixiFLIP

    Thats great. One more question. What branch do u recommend to use for v4? dev, or dev4.0.0rc2 ?
  21. trsh

    About pixiFLIP

    Mehhh.. Maybe u have some more simple advice on how to skew an object? In documentation transforms a locked (read only)
  22. trsh

    About pixiFLIP

    Is it Alpha, Beta, or? Safe for serious projects?
  23. trsh

    About pixiFLIP

    What's the status? I see last posts and questions pointing back to year 2015 Any other temporary advice on Flipping plane effect? Example -> http://jsfiddle.net/rsadwick/zwWHY/