jhh1198

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  1. Pixi.js pixelates texture if too large - WEBGL ONLY

    Thanks for your help, @ivan.popelyshev, but setting that option had no effect. I had put it before creating the renderer.
  2. Pixi.js pixelates texture if too large - WEBGL ONLY

    I've went even further and discovered this is not the cache. Any texture above 1040 pixels in Webview+ becomes oddly jagged. This doesn't occur if Pixi uses the canvas renderer. My current workaround is to round the texture to the nearest power of two. That seems to fix the issue.
  3. Pixi.js pixelates texture if too large - WEBGL ONLY

    To those who are interested, I've discovered this has to do with the way images are being cached by Cocoon. If I clear the app's cache, the first time run there is no issue. But when I close out the app and run again, it is pixelated.
  4. Pixi.js pixelates texture if too large - WEBGL ONLY

    Here is a JSFiddle I created to see the issue. Again, this only occurs in Cocoon's Webview+: https://jsfiddle.net/L5zw0n7e/show/
  5. Pixi.js pixelates texture if too large - WEBGL ONLY

    Yes. I just posted a bug topic on the Cocoon.io forum: https://forums.cocoon.io/t/webview-pixelates-textures-too-large-webgl-only/6112
  6. Pixi.js pixelates texture if too large - WEBGL ONLY

    My bad, this seems to only be an issue with the Cocoon Webview+. There is no issue on the normal Webview. Thank you!
  7. Hello, everyone. I am using an SVG file to render resolution independent textures. My device has a pixel ratio of 3, and so I set the PIXI resolution to 3 for a crisp display. My SVG texture becomes weirdly pixelated if the canvas it is rendered to is too large. This only happens when using the WebGL renderer. I have two comparison pictures: http://imgur.com/a/5bQxM First one crisp (Canvas), second one pixelated (WebGL). The size of the texture is 1528x1528 and my screen resolution is 1920x1080.
  8. Uploading texture to GPU after loading

    Thank you for your help, guys! I have already created a "states" like wrapper for Pixi so that I can upload and unload images for specific levels. I looked at Phaser's source to see how they did it. I think as long as I'm keeping track of the textures in the GPU and removing them when not used, everything should be good.
  9. Hello, everyone. I've been playing around a lot with Pixi.js trying to find the best ways for memory optimization. Using Pixi's loader, I load my images. Some images are very large and for the first time creating and adding them to the stage, my game freezes for a moment. After reading around, I realized that freeze is Pixi uploading the texture to the GPU. Now, my question is, would it be ideal to add in a method to pixi's loader that after the texture loads, it uploads it to the GPU? That would stop the brief freeze. I have already used Pixi's built in method to upload to the GPU and the freeze is gone. What would be the pros and cons of doing this for every texture loaded? Thank you!