digibo

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  1. If it's ok in Canary and it was used to be ok in the past, you may be experiencing this issue with Chrome 75 - https://bugs.chromium.org/p/chromium/issues/detail?id=971529 It seems to be an issue with Intel graphics cards.
  2. Sorry, false alert. It turned out that updating just coincided with an attempt to fix this issue https://github.com/pixijs/pixi.js/issues/5155
  3. Has anyone else noticed highly degraded performance when using a large number of PIXI.Text objects after updating to iOS 12 on iPad? I'm talking about 100+ objects, which is a huge number of text fields, but this used to work at 60fps and now it is 3-5, which is a mind-blowing regression. This is on PixiJS 4.8.2
  4. You can try this fork on Ubuntu https://github.com/KIvanow/audiosprite
  5. I remember that .cacheAsBitmap used to help with aliased Graphics in PIXI v2. Using .generateTexture() will probably have the same effect, so you can try it in v3. For graphics, I'm currently drawing to a canvas and then creating a Texture from it. You can try this approach, if you don't need to change the Graphics each frame.
  6. Android stock browser capabilities depend on the vendor - it's often highly modified build of (an unknown) Chromium version and it's NOT tied to the OS version. For example, the Galaxy S3 stock browser seems to support WebGL, while most others don't.
  7. I found out that renderSession.roundPixels is always false in the WebGL Renderer, so I edited the pixi sources a bit to add it as an option. As to why it only works for anchor and not position, I have no idea there ;/
  8. I think a TiliingSprite is what you are looking for
  9. Unfortunately, there are no separate scaleX/scaleY properties in PIXI, which makes animating with TweenMax slightly trickier, but not much. For the position, you have x/y properties directly which I believe are getter/setters for position.x/y, so you can directly do this: new TimelineMax().to(textBox, 3, { x: 150, y: 150 });When I want to animate the scale.x/y at the same time, I usually do this: new TimelineMax().to(textBox, 3, { x: 150, y: 150 }) .to(textBox.scale, 3, { x: 0.5, y: 0.5 }, "-=3");By default, chaining this way plays the animations consecutively, but the last parameter of the second tween puts it at 3 seconds before the end of the timeline, so the two happen at the same time. This article helped me a lot to understand how the Timeline works.
  10. @driiper I'm glad I helped:) @agamemnus haha, I always laugh at this:) If someone doesn't get the reference, it's from here http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html
  11. Are there many API changes in v3? I had a quick glance and noticed the PIXI.core etc. split, but haven't looked at the classes.
  12. I belief this will create thousands and thousands of triangles which will totally kill the GPU performance. As you guessed, you should generate a texture from the Graphics object of each country (or the entire thing if you don't need them separately) and then create a new Sprite from this texture and the Sprite to your Container/Stage. If you rely on the JSON data for the countries positioning, indeed positioning the Sprites may be tricky, but it should probably be a one time effort. One "trick" I like using in such situations is to make the object I want to position easily accessible from the DevTools Console and play with the x/y properties until I get them right and then change them in the code. Thinking about it, in the JSON data, the leftmost point of each country, should be the x coordinate of the country and the topmost will be the y, so maybe you can extract those values from the data.
  13. I had an issue that may be related. Actually two issues. Some of the sprite animations (MovieClips) were "shaking" on iOS, as if some of the frames were off by one pixel. By sheer luck I noticed in the Pixi code that renderSession.roundPixels was always false, so I added an option to both renderers to set it to true. This helped for some iOS devices, but not all. Next thing I did was to change my atlas images size to be a power of 2, which helped with the rest of the devices. You can try these, maybe it will help, as both seem related to scaling/pixel rounding.
  14. Hm, setting the pivot will 'offset' the DOC, so you simple need to set the x/y to the same coordinates, which sounds simpler, but maybe I'm missing something here.
  15. The whole pivot/anchor situation is quite confusing. Only the Sprite has anchor, which is a "percentage" between 0 and 1, but pretty much everything else has a pivot which uses absolute pixels for x/y and does exactly what you need, despite the docs saying it's used for rotation I hope this improves in v3