freddyInKorea

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Everything posted by freddyInKorea

  1. Hello guys, I realize that my sprites were beautiful when I zoom in and quite ugly when I zoom out, so I decided to define two sprites to keep a good quality in zoom out or in: this._zoomOut[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,0.5)); this._zoomIn[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,1)); when I use this two lines of code separately it works well. But when I use both of them, the second call doesn't apply the 4th parameter "sourceScale". It means this._zoomIn[name] receives a sprite from a texture with 0.5 of sourceScale too. That's super weird, are there any cache to clear?
  2. freddyInKorea

    PIXI.Texture.fromImage doesn't apply sourceScale

    my mistake it was because of cache issue: this._zoomOut[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,0.5)); PIXI.Texture.removeTextureFromCache(name); this._zoomIn[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,1));
  3. Hello everybody, First of all, thank you for providing such a great framework. here is my question: is it possible to generate a texture from the content of a SVG file instead of its path. I found an issue talking about it: https://github.com/pixijs/pixi.js/issues/2927 http://https://codepen.io/RanzQ/pen/RGPrxr var texture = PIXI.Texture.fromImage('data:image/svg+xml;charset=utf8,' + serializedSvg) but it seems that the given solution doesn't work anymore. I tried it in my project and it doesn't display anything. thank you for your helps.
  4. freddyInKorea

    generate texture from svg content instead of svg path

    well, it's a little bit inconvenient but it's far from being a blocking point. thank you for this framework and thank you for the work you have done
  5. freddyInKorea

    generate texture from svg content instead of svg path

    Looks great but it seems this lib doesn't support a lot of SVG features. It's ok, I think I will just create all svg files in my solution, however it would have been awesome to change svg properties during runtime. I made a SVG tank, and I wished to set tank's color by editing this SVG during runtime. Let's wait the next PIXI JS version to see if this feature will be available. 😋
  6. freddyInKorea

    generate texture from svg content instead of svg path

    I found out a solution from this website: https://medium.com/@benjamin.black/using-blob-from-svg-text-as-image-source-2a8947af7a8e const blob = new Blob([svgObject], {type: 'image/svg+xml'}); const url = URL.createObjectURL(blob); PIXI.Texture.fromImage(url,undefined,undefined,2); Unfortunately, when I zoom in now the quality is quite low do you have any idea which may provoke that? <svg version="1.0" id="blop_1" x="0px" y="0px" width="800px" height="800px" viewBox="0 0 800 800" style="enable-background:new 0 0 800 800;" xml:space="preserve"> <circle cx="400" cy="400" r="400" stroke="black" stroke-width="3" fill="red" /> </svg> Thank you for your helps EDIT: FIREFOX : doesn't display EDGE: no quality loss when zoom in CHROME: quality loss when zoom in it's quite strange