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xerver last won the day on February 12

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About xerver

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    Pixi.js Moderator

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  1. xerver

    I want to ask some usage about pixiplayground?

    Then you should make those changes and PR them to the main repo, not deploy a separate parallel instance. I'd love to integrate the ability to handle l10n! Setting up and running your own instance is not something you need to do, especially if your not familiar with managing deployments like this. If you insist: Everything you would need to know about setting up a server to run the app on is here: https://github.com/englercj/playground/blob/9267471c869d1610339e8c7a175d322453b69dbd/server/droplet-setup.sh Environment configuration and how that gets setup is here: https://github.com/englercj/playground/blob/9267471c869d1610339e8c7a175d322453b69dbd/server/src/config.ts
  2. xerver

    I want to ask some usage about pixiplayground?

    Hello, npm contains all the dependencies needed to build and run locally. To run on the server in "production" mode there is a lot more involved (MySQL and CloudFlare integration for example). I have automated scripts for setting up a server, but you still need to build them yourself and make all the configuration. Why are you trying to publish a separate version of the playground app? If you are trying to share a playground with someone, just make it and save it on the live site: https://www.pixiplayground.com/#/edit
  3. xerver

    Best way to draw rectangle with border

    Are you encountering a performance issue with the method you are using?
  4. If you are using ES6 then extend the class using ES6: export class CustomSpriteClass extends PIXI.Sprite { constructor(imageURL) { super(Texture.fromImage(imageURL)); } } If you have to use ES5 the proper way to extend a constructor is: function CustomSpriteClass(imageURL) { PIXI.Sprite.call(this, Texture.fromImage(imageURL)); } CustomSpriteClass.prototype = Object.create(PIXI.Sprite.prototype); CustomSpriteClass.prototype.constructor = CustomSpriteClass;
  5. xerver

    Question about containers relative positions

    I think you are looking for getBounds(): http://pixijs.download/release/docs/PIXI.Container.html#getBounds
  6. The correct way to implement this would be through a proposed "subresource options" feature (https://github.com/englercj/resource-loader/issues/98) and the addition of a Resource-specific option for appending a query string. If you have better ideas for how this should work, please add them to: https://github.com/englercj/resource-loader/issues As always PRs are welcome for additional features that make your life easier.
  7. xerver

    Drawing Images onto a PIXI.Graphics obj

    http://pixijs.io/examples/#/basics/render-texture.js For next time, prefer opening a new thread to reviving a 3 year old one
  8. xerver

    Pixi.js only on desktops?

    Conditionally load the pixi.js file and the code that draws your graphics based on some JS on your page that does your detection?
  9. xerver

    Loading font using pixi loader

    The loader only sends an XHR request for font files. Without a repro page, I am unable to comment on what is happening.
  10. Yeah the other process would write the files and the main process will pick them up. Pixi doesn't natively support dds, you will need to use a plugin (like pixi-compressed-textures). I have no recommendations for DDS serializers in JS, or rasterizers.
  11. You can store them as an uncompressed bitmap, but PNG is completely fine. The decode time from PNG -> bitmap is usually OK. If you want to avoid that time you can store them as dds or something similar to get some compression, but skip the decoding step that the browser would have to perform. The performance benefit you get is just being able to skip your rasterization step. I bet that PNG -> bitmap by the browser is much faster than your SVG -> bitmap raster.
  12. I would build the images on a separate thread and write them to disk, then the main thread loads them from disk. That way next time you launch you don't need to convert them again, just load the already converted files from disk. If possible, you can even do this at build time and ship the images in the built format.
  13. xerver

    When loaded images begin to use GPU?

    No. We don't upload the texture until the texture has been completely downloaded and we need to render a sprite that uses it (so it is in the stage). The first time we encounter a new texture on a render pass is when it will get uploaded, there is no preallocation that happens. You can upload it manually if you need to like Ivan mentioned.
  14. xerver

    Can't figure out how to use filters

    I threw a simple palette example together that hopefully can help you track down your issue: https://www.pixiplayground.com/#/edit/cJY98QTkz7yv7QQVp9jRN I create the map texture with a utility I wrote a long time ago, that I'm not even sure if it works anymore: https://github.com/englercj/paletter The original image, map image, and palette image that I use for the demo are in that repository as well.
  15. xerver

    an efficient way to have large grid background

    You can draw 1 tileable graphics object to a RenderTexture and use that in a TileSprite.