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  1. @ivan.popelyshev Thanks for answering it so detailed, looking forward to pixi-v5
  2. so do you mean in pixi-v5 the step unzipping png to RGBA will be moved from uploading part to loader.load part, and by doing that, it might smooth up the delay on first render?
  3. hi guys, I have a perhaps very basic question about loader, When we use loader to load an image, what has it been done, or been uploaded to where? It still delay on it's first render after loaded, unless using prepare plugin upload it to GPU.
  4. Right Click + Left Click Same Time

    ok thanks, if it is the bug from PointerEvent, I suppose this is a good choice.
  5. Right Click + Left Click Same Time

    hi zeebo, i have the same problem, setting window.PointerEvent = null seems work for me, thanks. Is it your final solution? is there any side effect doing this?
  6. hi there, my current version is 4.5.1, and I found a possible issue, if I do 1. click mouse's left button on a sprite (fire onDown event) 2. keep the left button, then press the right button 3. keep the right button, then release the left button (onUp is not fired) 4. release the right button (onUp is still not fired) so basically, the right click would influence mouse event, which as I tested is normal in version 4.3.5 thanks
  7. hi guys, i have updated my pixi from 4.3.5 to 4.5.1, and I found there is a little change in touch event onTouchStart(e) { console.log(e.data.originalEvent.touches); // before originalEvent is TouchEvent so it has touches // new version originalEvent change to PointerEvent which does not have touches } somehow the originalEvent change from TouchEvent to PointerEvent which does not have touches, I used to detect touches to prevent multiple touches, so I have two question 1. what cause this change? 2. is there any other efficient way to limit the touches on my game, in my case, I only hope 1 touch exist at the same time? thanks to your help
  8. render problem on ipad4

    sorry it takes so long, as I tested, neither call "renderer.gl.flush()" or update to 4.4.3 work, there are still missing objects sometimes, but I found out this only happen to "the safari on the ipad4", it is quite limited actually. and the missing objects will show up after resizing (turning the screen portrait)
  9. render problem on ipad4

    ok, I will try when I get my ipad4, it's not around me now. so if "renderer.gl.flush()" work, should I keep it in my code? does it have any side effect?
  10. render problem on ipad4

    by the way, I remember in early version 4, mask won't work in my project until I set renderer.maskManager.enableScissor = false; could it be the problem?
  11. render problem on ipad4

    I use both in my project, but at the begining of the game, the filters is not used, only the mask
  12. render problem on ipad4

  13. render problem on ipad4

    hi alex_h it is atlas
  14. render problem on ipad4

    Hi guys, I tested my game on ipad4, and sometimes a few sprites can not be displayed(most of the time is the bg image), but the rest are rendered normally, since it does not happen every time, and it only happen on ipad4, moreover, it does not pop out any error, it's really hard to find the cause, does anyone know what could be the possible cause to this sort of partially render problem?
  15. Remaining the same speed when switch to another tab

    thanks ivan.popelyshev, it works like magic