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About powerfear

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  1. It's not it's extra option pixi passes when getting the webgl context, but I just realized it only work for chrome so it's not a good solution. Pretty interesting also is that firefox has gaps between the triangle while chrome only has a gap between the quads.
  2. Making antialias false also seem to make it disapear in the example not sure if it would also work in your larger test case var game = new Phaser.Game(640, 480, Phaser.AUTO, 'test', null, false, false);
  3. Setting the scalemode to nearest instead of linear seem to make it dissapear: Add this line before any other code: PIXI.scaleModes.DEFAULT = 1;There's probably a solution that also work with linear scaling thought.
  4. Would it be possible to perhaps have a minimal example reproducing this on codepen or jsfiddle?
  5. The blog announcement gives a bit more information about the shader: http://www.goodboydigital.com/pixi-js-v2-fastest-2d-webgl-renderer/
  6. I think SebastianNette did a a Ninepatch for pixi here: http://www.html5gamedevs.com/topic/9668-pixi-input-elements/?p=58455
  7. I mean you could simply draw the path once and not clear and redraw it every frame, unless you want to change the path of your mask there's no need to clear and redraw it. http://jsfiddle.net/cz8jhq1v/3/
  8. Yes if you add the mask as a child of the sprite it's position become relative to it. You can either change your paths position to lower values so its on top on the sprite, or set the position of the mask to negative value like i did here: http://jsfiddle.net/cz8jhq1v/1/ btw why are you drawing the mask every frame? Is it because you want to use a different shape of mask every frame?
  9. Most people use tools to create the atlas file automatically like https://www.codeandweb.com/texturepacker or http://renderhjs.net/shoebox/.
  10. Can't get them to work on ios8 safari, it just zoom around when i try to click something.
  11. Change this line notice the make instead of add. torso = this.game.make.sprite(0, 0, 'playerTorso');
  12. this.new_game = this.add.group();this.button = this.add.sprite(0, 0, "button_bg", null, this.new_game);this.text = this.add.text(0, 0, "New Game", {font:"20px",fill:"#ffffff",align:"center"}, this.new_game); or this.new_game = this.add.group();this.button = this.make.sprite(0, 0, "button_bg");this.text = this.make.text(0, 0, "New Game", {font:"20px",fill:"#ffffff",align:"center"});this.new_game.add(this.button);this.new_game.add(this.text); I think both of those ways should work, but I didn't test.
  13. Did you try running chrome with --disable-d3d11?
  14. This has nothing to do with html5, please do not post non-html5 game to advertise yourself.
  15. RenderTexture has a method called getCanvas() on the latest pixi version (dev branch)