colourclash

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About colourclash

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  1. The clear method might be what you're looking for: http://pixijs.download/release/docs/PIXI.Graphics.html#clear
  2. Hi, just wondering if anyone else has problems getting the pixi source maps to sync correctly whilst debugging in Chrome? Mine are a line or two offset which makes debugging an exercise in guesswork, which is the opposite of fun. I'm using source maps built from the latest pixi 4.3.5 source files. Could it be a Babel issue? Cheers!
  3. Ah, yes! Silly me that's working cool now. Thank you bubamara and Ivan!
  4. Still having trouble applying this to my project, it seems nested containers don't play nice http://jsfiddle.net/5mydwyxd/26/ I'm looking for a reliable 'render to texture' in PIXI and not having much joy. To be specific, I have a nested container with some bitmap text in it. I'd like to render this container to a texture and use that as a sprite mask. It was working in an older version of PIXI using generateTexture method, but I'd like to use the latest PIXI version. Any ideas are most appreciated
  5. Ah, thanks! That's what I was trying to do! As a general rule, should you pass in the inverse transform of the source object to the render method? app.renderer.render(container, rt, true, container.transform.worldTransform.clone().invert())
  6. Okay, thanks Ivan, good to know that's work-in-progress. I guess by moving the render source to the origin before rendering e.g. http://jsfiddle.net/5mydwyxd/13/ Should be enough for now
  7. Hi, I'm having difficulty rendering a copy of a container into renderTexture when the container has some transformation. I'm aware of the transform parameter on the renderer.render method, but don't really understand how it's properly used - any enlightenment would be appreciated! Here's a fiddle which hopefully illustrates my problem http://jsfiddle.net/5mydwyxd/12/ Cheers!
  8. I've had success using a webgl inspector to debug performance hickups, it also really demystifies what is happening on the gpu. There is a list of good ones here: http://www.realtimerendering.com/blog/webgl-debugging-and-profiling-tools/
  9. Okay, thanks Ivan, good to know!
  10. I was trying out some filter effects in Pixi 4 and noticed by setting the filterArea the region outside the area is no longer rendered. i.e. black Is this the intended behaviour a filterArea? I was hoping for the filter to be applied only to the specified area and leave the rest of the image unaffected. I made a codepen here http://codepen.io/anon/pen/VjAGmJ
  11. Hi Ivan,

    Thanks for all your efforts with PIXI - the community is lucky to have you!

    I'm about to start on a project which requires a container3d and i've seen the example with the cards that you made which is essentially what i'd like to do.

    I had a look around github but i was unable to find the branch with this functionality. Is it publicly available?

    Many thanks,

    Pat

    1. ivan.popelyshev

      ivan.popelyshev

      Hello!

      Thank you!

      It is here: https://github.com/gameofbombs/

      I'll change internal things soon, but basic API will be the same: z-index, z-order, euler angles. please be careful about camera.lookPosition and camera.lookEuler - they are parts of 'camera.projection' which is applied inversed to the transform. Basically when you move lookPosition to the left, everything inside the camera will move right. That's how camera works in other engines too.

      I have stupid problems with TilingSprite and ParticleContainer, let me know if you need them fixed. Meshes and pixi-spine are working just fine.

    2. colourclash

      colourclash

      Okay, thanks for the info :)
      I'll keep an eye on that repository for updates & hopefully some of those killer features are merged into the pixi branch soon! 

    3. ivan.popelyshev

      ivan.popelyshev

      I'll try to make PR for Camera features first. Transforms still need rework.

  12. Hi, This may not be a typical use case, but in my project I have some sprites which are created without a texture (in a sprite pool) and later on, those sprites may get destroyed. The side effect I experienced, is that the PIXI.Texture.EMPTY property is also destroyed. This will reproduce the problem: var s = new PIXI.Sprite(); this.addChild(s); s.destroy(true); this.addChild(new PIXI.Sprite()); //rte :( It's easy enough to work around the problem by checking whether the sprite has a texture before destroying it, but I thought I'd write this down in case anyone else gets tripped up by it!
  13. Yes, hopefully Crunch gets PVRTC support sometime soon. If I get something working I'll make a PR Thanks!
  14. Anyone using Crunch to squash compressed texture file size (https://github.com/richgel999/crunch) in conjunction with Pixi? Would it be a matter of writing a middleware plugin for the resource loader? Upon decompression what would be the best way to make a Pixi texture?
  15. For my purposes the second output above is what I need. I did some tests with a non-premultiplied image and setting baseTexture.premultipliedAlpha to false which to my eyes didn't look the way I would expect - I normally just go with pre-multiplied images so perhaps someone who is using non-premultiplied textures can chime in here. When switching to canvas renderer, with baseTexture.premultipliedAlpha set to true or false, they both look like the second image above.