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Found 4 results

  1. Hi Guys, I recently using the last version of PIXI.js (1.5.1) and we are dealing with some problems with particular texture (that texture is in another host). Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at XXXXXX may not be loaded. To load the texture i'm using the asset loader and setting the crossorigin property by true. // assetsToInitloader has the url to the texture var preloader = new PIXI.AssetLoader(assetsToInitloader); preloader.onComplete = onAssetsInitloaded; preloader.crossorigin = true; preloader.load(); The same code is working fine on Safari, and having problems on Firefox and Chrome. Thanks in advance, Cheers!
  2. Hi. I using PIXI for add on websait video with mask. Mask in base 64 stored in the same domain as the Library. but safari output error http://prntscr.com/9dzhrw code: if (this.type_ == 'video') { this.texture_ = PIXI.Texture.fromVideo(this.obj_); } else { this.texture_ = PIXI.Texture.fromImage(this.obj_.src, true); } this.sprite_ = new PIXI.Sprite(this.texture_); if (this.mask_) { /** * @type {PIXI.Sprite} * @private */ var mask = PIXI.Sprite.fromImage(this.mask_, true); mask.width = this.render_.width; mask.height = this.render_.height; this.sprite_.mask = mask; this.stage_.addChild(mask); }How To Be? CrossOrigin only set in PIXI.texture.FromImage How work PIXI.Sprite.FromImage ?
  3. I am new to v3 and running into a couple of issues... Firstly. I am making a game with my Girlfriend to teach her some JavaScript. She is afraid of using commands or installing a webserver on her mac, so I am trying to make crossOrigin work to load textures. I am using an array of objects that store the name and url, I then add the crossOrigin msg "behind the scenes": var textures = [ { name: "burger", url: "images/Hamburger.png" }, { name: "moon", url: "images/Lunaone_1.png" }];var l = textures.length;for ( var i = 0; i < l; i += 1 ) { textures[i].crossOrigin = "Anonymous"; loader.add( textures[i] );}However when I try to use the textures: var burger = new PIXI.Sprite( textures["burger"].texture );I get the following error: Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at file:///C:/Users/Oliver/Documents/pirate-game/images/Hamburger.png may not be loaded.Is there something I can do here without having to install a webserver?
  4. Hello ! I'm trying to load an image from a github repository into via Phaser. I basically do something like this: var path = "https://raw.githubusercontent.com/LadybugRiders/kimisrescue/dev/assets/images/blue_sky.jpg";loader.spritesheet( name, path, width, height);Image that you can see here, just to show you it's accessible. I've tried doing my own XMLHttpRequest, and display the image in a <img></img> and it was working quite well. So, I looked in the forum and then set : loader.crossOrigin = "anonymous"That doesn't work either, as I still get the following error: Image from origin 'https://raw.githubusercontent.com' has been blocked from loading by Cross-Origin Resource Sharing policy: The 'Access-Control-Allow-Origin' header has a value 'https://render.githubusercontent.com' that is not equal to the supplied origin. Origin 'http://localhost:5000' is therefore not allowed access.I know about crossorigin policy but github shouldn't block me, if i believe the doc Thanks for your help
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