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Found 4 results

  1. mRax

    Export after resize...

    So, my code: // create app like new PIXI.Application({ width: 1024, height: 540, // ... // to do something // ... renderer.resize(4096,2056) // then replace textures to hi-res , etc // and try to get png file from canvas var data = renderer.extract.base64() and... data is 1024 x 540 ... How to get data with new (resized) resolutions? Tnx
  2. askerpro

    extract image array from video

    I have an mp4 video file (H264 encoded). I want to create a PIXI.extras.AnimatedSprite from this video to be able not lagging reversed animation play; If I splice this video to image sequence the size becoming huge (about 8Mb vs 500kb of mp4). I want to load low size mp4 file and extract image array from it to create an Animated Sprite. Reverse playing directly from <video> by changing video.currentTime is lagging. I want to create something like hover/unhover animation.
  3. Hi. I have a newbie question. So I create a new PIXI application, draw a blue square onto it, wait a couple of seconds, and then manually start a function to extract the pixels. The extracted pixels are always black. If anybody could help me find out why this is the case, that would be great. The blue square is correctly drawn and visible, and the extract function gives me a correct array of data, but all pixel information in it is black. As I execute the extract function right now manually, it's not possible that it's extracted too early or something like that. Here are the important bits of the code: initPixi() { let type = "WebGL"; if(!PIXI.utils.isWebGLSupported()){ type = "canvas"; } this.pixi = new PIXI.Application({ width: 0, height: 0, antialias: false, transparent: false, resolution: 1, autoResize: true, view: $('.imgCurrent')[0] } ); } updatePixi() { this.pixi.renderer.resize(this.imgWidth, this.imgHeight); this.pixiDraw(); } pixiDraw() { let rectangle = new PIXI.Graphics(); rectangle.beginFill(0x66CCFF); rectangle.drawRect(0, 0, 200, 200); rectangle.endFill(); rectangle.x = 0; rectangle.y = 0; this.pixi.stage.addChild(rectangle); } pixiExtract { this.pixi.renderer.extract.pixels(); }
  4. Hello Everyone, I want to share with you my latest pet project, it is a tool to extract images from a spritesheet, it's called SpriteSplitter, all informations are in the github : https://github.com/bmarwane/spriteSplitter . I don't know if i can put links to binaries on the forum but you will find in the repo page some pre compiled ones plus instructions on how to run the project yourself. Instructions : Open the App and load a sprite Make sure that the top left pixel on your image represent an empty area, for example if the space between the frames in a sprite sheet is transparent, the top left sprite neet to be transparent, i will make this configurable some day, but feel free to fork the project and do it if you want. Select frames Save on Disk Here is a screen capture of the app, the selected frames are overlayed with an ugly red ( will definitely change the color ) I created this tool mainly as a learning experience, and also because the only tool that i know that do this is on windows ( see ASU ). SpriteSplitter was created using ElectronJS, so the app is multi plateform, but i tested it only on mac and Linux, can any of you guys confirm to me that it's working on windows ? That's all folk, what do you think ? Thank you.