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Found 47 results

  1. Hey, I have an issue with loading textures using an .obj and .mtl file. There's over 300 textures that need to be loaded in. I've checked the developer console in chrome and it appears that BabylonJS does indeed load them in, but they're still appearing as black textures in the view-port. Check below for image: I've seen that this is a common issue with .obj and .mtl files. Just wondering if anyone actually has a solution for this? Pete.
  2. long loading time

    Hello again. I continue develop a site with babylonjs, but I have a few problems. I have a scene created with blender, I generate the babylon file, the scene has some textures, I converted the textures to a ktx format, with the script in the babylon page. You can see the page in: http://entornomexicano.com/ I import the scene with: if (!BABYLON.Engine.isSupported()){ console.log("Motor no soportado"); return; } canvas = document.getElementById("renderCanvas"); engine = new BABYLON.Engine(canvas, true); // Asignamos los tipos de textura compimidos que se pueden usar var available = ['-astc.ktx', '-dxt.ktx', '-pvrtc.ktx', '-etc1.ktx', '-etc2.ktx']; var formatUsed = engine.setTextureFormatToUse(available); BABYLON.SceneLoader.Load(blendPath + "scene1/", "landScape.babylon", engine, function (newScene) { // asignamos la escena scene = newScene; // Creamos el entorno y las luces createSkybox("models/scene1/sky2.jpg"); createWaterMesh("waterMesh", imgPath + "waterbump.png", new BABYLON.Vector3(0, -0.08, 0), 6, getMeshListToRender()); createCamera(1, new BABYLON.Vector3(-0.23, 0.56,-2.73), new BABYLON.Vector3(0, 0, 0)); // arch camera createParticleSystem(); createLights(); createShadows(); createVolumetricLightEffect(); createActionsContollers(); // Wait for textures and shaders to be ready scene.executeWhenReady(function () { // Quitamos la imagen del cargador cuando termine el proceso de carga $("#loaderPadre").remove(); scene.createOrUpdateSelectionOctree(); // quitamos los calculos de los objetos para hacer mas eficiente la escena scene.meshes.forEach(function (mesh) { if(mesh.name.search("NO_") === -1) mesh.freezeWorldMatrix(); }); // Funcion para cuando se redimensiona la ventana $(window).on('resize', function() { engine.resize(); }); // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { // console.log(engine.getFps()); scene.render(); }); }); }, function (progress) { if(progress.total == 0) return; $(".textoCarga").text( ((progress.loaded/progress.total)*100).toFixed(2) + "%"); }); In the callback function I return the loadign progress, but in some devices the progres is too slow, and When I already have 100% the scene still takes time to show, maybe i have doing some wrong. Somebody know, What I can do for resolve that? And other problem is the performance of the scene, I rremoved some elements and I have down the quality of the shadows, but the fps is 30, How I can increase the speed? the complete code is in: https://github.com/flelix/entorno-models.git in the folder: entorno-models/code/proyBabylon/entorno/ here you can see the project. I hope you can help me. Thanks and regards.
  3. Hello guys . I have some issue whit image load texture. var panel = BABYLON.Mesh.CreateBox("panel", 0.2, scene); var panelMat = new BABYLON.StandardMaterial("panel1",scene); panelMat.diffuseTexture = new BABYLON.Texture("tpanel.png", scene); panel.material = panelMat; panel.scaling.z = 0.1; In developer tools always show me this : index.html:1 : Access to Image at 'file:///C:/Users/user/Desktop/trapbox/tvorbamodelov/tpanel.png' from origin 'null' has been blocked by CORS policy: Invalid response. Origin 'null' is therefore not allowed access. babylon.js:3 : BJS - [00:16:44]: Error while trying to load image: tpanel.png. I am new in this and I am trying to understand how BABYLON.JS works. Thank you in advance for your answers .
  4. Hi, I have a box mesh I make for steps, but it will vary in size depending upon user input. Right now, when I add a texture, since the texture stretches to cover a face, it gets distorted on the different faces of the step. ( pic attached ) I'd like to specify a set amount (ex: 2 units width, 2 units height ) and have the texture tile with those dimensions regardless of it's mesh's dimensions. So if the mesh is 2 units high & 5 units wide, the texture will automatically tile once vertically, and 2.5 times across. I can workaround this by calculating the `uScale` & `vScale` based on the mesh / texture's size but is there any built in method to accomplish this? I'd rather not have to track the texture's dimensions & do this every time, if possible
  5. Hi everybody. Here I come again with a new question for this incredible community. By the way, I think it will be "super easy" for someone which a good knowledge of the BJS internals. The case is that, following with my current development (tap simulator) I'm now focused on the performance. My doubts are mainly about the proper use of the method "clone" of the "Texture" object. Doubt 1) Suppose you have a Standard Material, you create it following the usual way, something like this: matFoo=new BABYLON.StandardMaterial("Foo_Material",myScene); matFoo.diffuseColor=new BABYLON.Color3(0,0,0); matFoo.opacityTexture=textFoo; matFoo.emissiveTexture=textFoo; Note that we are using the texture (textFoo) on two channels, opacity and emissive. Is this effective in terms of resource economy or I must follow this other approach?: matFoo=new BABYLON.StandardMaterial("Foo_Material",myScene); matFoo.diffuseColor=new BABYLON.Color3(0,0,0); matFoo.opacityTexture=textFoo.clone; matFoo.emissiveTexture=textFoo.clone; Doubt 2) Now we have a similar scenario, when we must assign a previously created texture, but this time we want to assign it to a series of Particles: ... textSprite=new BABYLON.Texture("assets/textures/flarealpha.png",myScene); ... myParticles=new BABYLON.ParticleSystem("Particles",10000,myScene); myParticles.emitter=new BABYLON.Vector3(0,0,0); myParticles.particleTexture=textSprite; ... This time, as we have a lot of particles chances are that it is better to use textSprite.clone() in order to assign the sprite image to each particle, at last line of shown code. Isn´t it? Doubt 3) Last but not least. When you (as me) arrives at the conclusion that PBR materials are the way-to-go (in order to achieve a decent look with your CGs), you are going to use, among others, the environment channel (dds files in current 3.0 version of BJS). Here I have certainly a doubt and a thought. Going first with the last, I think the environment should not be a PBR Material property (as currently is), but a scene one, as certainly is very weird to think in a scene with more than one environment (?). Anyway, as at the moment this is not the case, and we have to assign the same value of "environment" for each PBR Material, we find ourselves setting time after time the same texture (dds file) in this way (please focus only on the reflectionTexture property): ... matTube=new BABYLON.PBRMaterial("MaterialPBR_Tube",myScene); matTube.albedoTexture=new BABYLON.Texture("assets/models/Tubo_BaseColor.png",myScene); matTube.metallicTexture=new BABYLON.Texture("assets/models/Tubo_Metalico_PBR.png",myScene); matTube.bumpTexture=new BABYLON.Texture("assets/models/Tubo_Normal.png",myScene); matTube.reflectionTexture=textEnvironment; matTube.microSurface=0.96; matTube.useRoughnessFromMetallicTextureAlpha=false; matTube.useRoughnessFromMetallicTextureGreen=true; // matTap=new BABYLON.PBRMaterial("MaterialPBR_Tap",_Scene); matTap.albedoTexture=new BABYLON.Texture("assets/models/mono/Manetas_BaseColor.png",myScene); matTap.metallicTexture=new BABYLON.Texture("assets/models/mono/Manetas_Metallic_PBR.png",myScene); matTap.bumpTexture=new BABYLON.Texture("assets/models/mono/Manetas_Normal.png",myScene); matTap.reflectionTexture=textEnvironment; matTap.microSurface=0.96; matTap.useRoughnessFromMetallicTextureAlpha=false; matTap.useRoughnessFromMetallicTextureGreen=true; // matSprinkler=new BABYLON.PBRMaterial("MaterialPBR_Sprinkler",myScene); matSprinkler.albedoTexture=new BABYLON.Texture("assets/model/mono/Resto_BaseColor.png",myScene); matSprinkler.metallicTexture=new BABYLON.Texture("assets/models/mono/Resto_Metallic_PBR.png",myScene); matSprinkler.bumpTexture=new BABYLON.Texture("assets/models/mono/Resto_Normal.png",myScene); matSprinkler.reflectionTexture=textEnvironment; matSprinkler.microSurface=0.96; matSprinkler.useRoughnessFromMetallicTextureAlpha=false; matSprinkler.useRoughnessFromMetallicTextureGreen=true; ... Here, as in the case of my first doubt, I'm thinking, obviously in using "matXXX.reflectionTexture=textEnvironment.clone();", but I don´t know if that is a way to enhance performance, and by the way if dds files are buffered in a way they can benefit of texture cloning mechanism. Ok, this is all, sorry for the length of the question and, as always, thanks in advance for your time! Regards.
  6. Hi everybody: We're trying to use the BJS Editor in order to have PBR materials, as the Exporter (from Blender) doesn´t let use them. Our problem is that the resulting .babylon file generated by BJS Editor seems to include the textures as embedded ("base64String" property), resulting so in a huge .babylon file. In parallel, a clever reusing of textures (as .dds) is not possible, as they are all embedded time after time, with each scene. Is there any alternative to this workflow? Thanks for your time. Best regards. Addendum (real .babylon file excerpt): . . . { "tags": "added", "directIntensity": 1, "emissiveIntensity": 1, "environmentIntensity": 1, "specularIntensity": 1, "disableBumpMap": false, "albedoTexture": { "tags": null, "url": "tubo_basecolor.png", "uOffset": 0, "vOffset": 0, "uScale": 1, "vScale": 1, "uAng": 0, "vAng": 0, "wAng": 0, "isBlocking": true, "name": "tubo_basecolor.png", "hasAlpha": false, "getAlphaFromRGB": false, "level": 1, "coordinatesIndex": 0, "coordinatesMode": 0, "wrapU": 1, "wrapV": 1, "anisotropicFilteringLevel": 4, "isCube": false, "gammaSpace": true, "invertZ": false, "lodLevelInAlpha": false, "lodGenerationOffset": 0, "lodGenerationScale": 0.8, "isRenderTarget": false, "animations": [], "base64String": "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAEAAAABAACAIAAAB9wbNAAAAACXBIWXMAAAsTAAALEwEAmpwYAAAgAElEQVR4nOzbQQ0AIRDAwCM5/5YXCTyhyYyCGuiamQ8AA . . ." }, . . .
  7. Hello, I'm asking because I'm not sure of my understanding the PIXI.basetexture WRAP_MODES: For example: given one container, one texture (loaded with loader) and one smaller sprite, defining PIXI.WRAP_MODES.REPEAT should fill the whole container, but it doesn't. The following code shows a sprite inbetween the container without repeating, what I'm doing wrong ? see WRAPMODE_TEST_HERE Thanks in advance PS: using PIXI 4.5.5 loader.load((loader, ressources) => { var texture = ressources.rgba.texture; texture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT; var sprite = new PIXI.Sprite(texture); sprite.width = 312 sprite.height = 312 stage.addChild(sprite); ... })
  8. Hi, Is there any way how can ToB exporter export (embed) textures in .js file ? Do Blender have any options to achive that? Or are texture always separated files? Greetings Ian @JCPalmer
  9. Following my previous post now I'm trying to use compressed textures to see if that will improve the performance on ipad 2 / mini gen 1. We are using texture packer to create the textures? What are the recommended pixel format settings? I tried a few that look very bad. How can I load an atlas with the texture? The current method doesn't seem to allow loading an atlas and several textures: https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#texture Thanks for the help!
  10. Hello, this is my first post, but visit the forum for a while and am thrilled. :-) I'm currently working on a Babylon project and I'm using a CustomShader (ShaderMaterial) for the Meshes. Now I wanted to use mesh.dispose(); and mesh.material.dispose(); to remove the textures, but it does not work. Whenever I check the size with scene.textures.length, it becomes more and more. What helps?
  11. Hello all, I found this tutorial for, what seems like, a good way to create terrain textures in blender: https://www.youtube.com/watch?v=p4Dt2S6uMGM My question is about exporting this type of texture. If you don't watch the video, what is being done is a UV Map is being created, and a material with several tiled textures. There is also a stencil layer that masks layers of tiled textures. This seems to work great, since you get the benefit of a tiled textured. My questions are about how the current Blender Export to Babylon JS (4.6.1) works and if there is another way. I have not found this information yet. 1) When exporting this type of material with multiple textures, they seemed to get baked into a [filename]_[meshName]_TEXTURE.jpg. Not ideal, but this can work for now, but I am having troubles specifying the output resolution. Is there any documentation or tutorials on this? 2) Is there a way to achieve the method above without baking the textures? Such as blending different textures, if so is there documentation on this? I'm not currently trying to do infinite terrains, so I'm trying to work within this problem set at hand. Thank you, amorgan
  12. Hello, After updating Chrome my projects all look off, and I quickly found out its because webgl involuntarily scales some textures up when they are a bit far from the camera. The curious thing is it only does it to select materials, and doesn't affect other materials. It happens in different versions of Babylon.js. Please see the chimney texture below: close: farther, notice the stones appear much bigger than the previous screenshot: Also the trees texture is wrapped wrongly because of the aforementioned scaling. Is this something that can be fixed in Babylon js? Thanks
  13. When I try using shaders with textures I end up with WARNING: there is no texture bound to the unit 0 Sometimes I get so many it just stops 'cos there are too many webGL errors. http://www.babylonjs-playground.com/#TRNYD#16 I think the texture is not fully loaded when its being accessed.
  14. Hello! I am trying to apply a texture to my simple character. The character is made up of multiple boxes, so I am using a Solid Particle System. Until there all is good but when I try to apply my texture with UV mapping, each face of the box seem to have its own orientation. I couldn't find a way to rotate the face, so I researched on how to rotate the UV mapping but I could only rotate it by 180 degrees (by switching the values of x,y,z,w). Here is the playground: http://www.babylonjs-playground.com/#1ALQPZ#20 Any help? I would like to avoid using multimaterials and submeshes and that would make this simple task even more ugly and complicated.
  15. FREE Nice piece of work for your games Collection of over 50 FREE models from 3DModels-Textures (DEXSOFT-Games) production. Textures are downsized to 512*512px, ideal for mobile environments. https://www.3dmodels-textures.com/FREESFCorridors
  16. I've been following this issue on and off - mainly through @JCPalmer's posts on various threads. There is also a tutorial on the BJS documentation site (written by JCP?) That tutorial gives a little bit of code to let the .babylon engine know that compressed textures are available: var available = ['-astc.ktx', '-dxt.ktx', '-pvrtc.ktx', '-etc2.ktx', '-etc1.ktx']; var formatUsed = engine.setTextureFormatToUse(available); But I have a couple of questions: 1. The BJS Blender Exporter will take the textures I have used in Blender (.png or .jpg usually) and the .babylon file created will include those pngs and jpgs. So will those two lines of automatically use a .ktx version instead - over-riding the .babylon file? 2. " The texture must be encoded with the Y-axis flipped ". Flipped so that is where the X axis was ie, 90 degrees, or mirrored on the Y axis? 3. Is the device being used automatically detected so that a low level compression format (etc1)will be used on certain processors but a higher level format (astc) be used where appropriate? I've done some tests on compression with a simple tiling png texture (570kb) and compressed it using the Mali Compression Tool and the results are impressive - a .ktx file size of 129kb (etc1) cheers, gryff
  17. Hi everyone, I imported a mesh from Blender three times and I put different ID for each one and then I try to change the texture just for one mesh with: var newMesh = scene.getMeshByID("first_id"); newMesh.material.diffuseTexture = new BABYLON.Texture("colors/blue01.jpg", scene); But even if each mesh have a unique ID (I can see it with console.log(newMesh.id)) all the three meshes change their textures. How can I fix it to change the texture only for one mesh separate from others? Sorry for my english. Thank you all.
  18. I have a scene with two individual meshes. It looks like this: this.loadFiles("gras", (gras) => { var particleMaterial = new THREE.MeshPhongMaterial(); particleMaterial.map = THREE.ImageUtils.loadTexture("models/planets/gras.jpg"); particleMaterial.side = THREE.DoubleSide; this.mesh = new THREE.Mesh(gras,particleMaterial); this.loadFiles("rocks", (rocks) => { var particleMaterial = new THREE.MeshPhongMaterial(); particleMaterial.map = THREE.ImageUtils.loadTexture("models/planets/rocks.jpg"); particleMaterial.side = THREE.DoubleSide; this.rocks = new THREE.Mesh(rocks,particleMaterial); callback(this); }); }); Now I want to merge the meshes together. But how can i combine the textures? this.loadFiles("gras", (gras) => { this.loadFiles("rocks", (rocks) => { var geometry = new THREE.Geometry; THREE.GeometryUtils.merge(geometry,gras); THREE.GeometryUtils.merge(geometry,rocks); var particleMaterial = new THREE.MeshPhongMaterial(); particleMaterial.map = THREE.ImageUtils.loadTexture("models/planets/gras.jpg"); particleMaterial.side = THREE.DoubleSide; this.mesh = new THREE.Mesh(geometry,particleMaterial); callback(this); }); });
  19. Hi, everyone! So, we can put a different textures on each side of a "box" using multimaterials and submeshes (like this http://playground.babylonjs.com/#T40FK). But I need to do it on a more complex mesh. In my case it's a wall (which is basically a box with a small depth) with a square-cuts therein for windows which I made using CSG.subtract method. There is an example of that wall, but with single material. I need at least two different textures (front and back side of the wall), but with that square-cuts it's impossible to set the parameters of submeshes. Is there any other ways to set different textures on each side? Sorry for my EngIish and I hope I've clearly explained the issue. Any ideas? Thank you!
  20. I am seeking help to solve this issue that has been a real challenge to me. I have a scene with an interactive car. The model was updated in Blender 2.78 and Blender exporter 5.1.2. The body, doors, hood, and trunk are separate meshes that use the same material. Everything seem to be okay when I view the scene in the sandbox. (All the meshes, materials and textures seem to be just right.) When I view the scene locally, a couple of the meshes will have the correct material and textures applied to them while they would be missing from other meshes that use the same material. When I view the scene live online, all the the textures will be missing. I have attached a couple of screen captures to explain what I mean. Here is the link to the online scene. Here is a link to the Babylon Scene and Blend File download. Note: I applied new materials to the meshes via the html file. I am not sure if this is an issue. The scene does not load in Firefox 50.1.0 The scene works in Google Chrome, Microsoft Edge and Opera.
  21. Hello everyone, First of all, thanks for all the amazing contents I managed to find here. It really helped me to understand better how BJS works. Background : I am much more a back-end developer, so excuse me if I lack (too much) knowledge about front-end or 3D modeling. Anyway, I learned some Unity and Unreal by myself and built several Unity applications (no games, regular mobile apps, Augmented Reality apps, ...) so I understand a bit how 3D modeling works (textures, UV maps, normal maps, materials, baking, ...). I am thinking about using BJS, but can't set a tech stack until I am sure that it can answer all my needs. That's why I started building some POCs with BJS. The need : To make it quick : I have an application where I want to integrate a frame with a single 3D object (with BJS). I want to interact with this object and change its look just by clicking on a button in the interface (in less than a second would be great). The objects will be multiparts : for example, the obj of a table would include a feet part and a top part. I want to be able to change the top part and the feet part textures/mats separately. I need the result to be in very high quality and to display fast enough (but since I don't want to build a full world, just a single object, I hope this will be OK). What I understood / What I tried : Thanks to some tutorials/samples, I loaded some models from .babylon or .obj files , in the Sandbox or in a local application. I managed to change mats for these meshes using some code of the "rabbit sample" (glass, metal, ... materials). If I'm not wrong, I'll be able to change textures (with a .jpg or .tga file), the behaviour of light (to create metalic, glass, wood or plastic behaviour), the color, ... with something like : mesh.material.diffuseTexture = new BABYLON.Texture(texture, scene); or var mat = new BABYLON.PBRMaterial("clay", scene); mat.cameraExposure = exposure; mat.cameraContrast = contrast; mat.microSurface = 0.06; mat.reflectivityColor = new BABYLON.Color3(0.5, 0.9, 0.9); mat.albedoColor = new BABYLON.Color3(0.5, 0.5, 1); Plus, if I understood well, I can "isolate" my mesh after it's instanciation with a "onSuccess" event, to be able to access it easily after loading the page (or loading a new item). I am planning to create a scene from scratch and add just a simple background and lights to make the object looks great by itself :). Here is what I didn't understood (or not sure about that) : Q1 : what's the good way to load an object and to identify every sub-part of it ? For example, if my (lovely and friendly) graphical artists build and export an .obj "object1" with 2 sub-parts called "obPart1" and "obPart2" with Maya or 3DSMax, what's the best way to interact with obPart1 and obPart2 after loading object1 in BJS ? Q2: Am I forced to play with many maps for one object, or can I obtain sufficient result using multi-part object and a BABYLON.PBRMaterial for each sub-part ? Q3 : What's the main difference between using a .obj or a .babylon ? I would clearly prefer to directly use .obj files (to stay closer to standards and avoid to use plugins) but would I miss something that I couldn't replace in my BJS scene (like a light...) ? Q4 : If I am smart enough (crossing fingers), I should be able to display a glossy wood and a not glossy one with only one .jpg texture, just by having 2 different BABYLON.PBRMaterial, right ? Am I wrong if I am thinking about doing the same thing to have a blue wood and a pink one (erm ... why not ?) ? Q5 : Last but not least : if I am smart enough (crossing fingers to death), I could build a back-office where I can upload .obj or .babylon, identify sub-parts of it, chose wich texture/mat can be applied on which sub-part, and use all of this in the "display" part of the application. I may be a dreamer (but i'm not the only one ...) but if I didn't miss some main specifications, I believe that this could be achieved with a clever architecture. Am I mad to think about that ? I (really) searched in this forum (and some others) and in the documentation, sorry if I missed the answers (or didn't understood the words I read). I am much more used to back-end technologies so I may have not been as efficient as I use to be, but I'll learn fast ;). Feel free to tell me if I understood some parts wrong. Thanks a lot for your experience and answers :).
  22. Fellow members we are now living in a virtual world (what's new). The earth as we know it no longer exists, dropped south and exits. Check out Playground Example 14 Height Map our earth has gone. Let us appeal to our gods for its return @Deltakosh we humble mortals pray for the return of earth.jpg
  23. I'm putting decals on top of video textures and it works fine on a desktop browser. In iOS 10 I get some bad flickering on the decal. Its as if they have the exact same z-position. I have decalMaterial.zOffset = -2.5 so it should be different. If I change the video to a normal image texture there is no flickering. Its only happening in iOS and when there's a video playing. Funny thing is I get a flicker using an image texture if decalMaterial.zOffset = -2 Does anyone know how to prevent this?
  24. Hi! So I'm ultimately trying to pick some meshes with textures that have transparency, but when they overlap, the transparent parts of the mesh still get picked. Playground: http://www.babylonjs-playground.com/#1UCP5L If you open up the console in the playground and click the 2 black circles in the center of the overlapping "impact" textures, you'll notice that it always picks the 1st texture (although you're clicking on 2 separate "visible" textures if you take transparency into account). I thought perhaps I could test to see if the texture color at the UV coordinates of the picked mesh is transparent, and if it was, I could temporarily mark that mesh as not pickable and pick again at the same location to get the mesh under it until I got something that isn't transparent (and then restore the isPickable state of everything). I still think that could work (although it seems terribly inefficient as I have to do several picks unnecessarily), but I frustratingly can't actually find a good way to get the texture color given the texture and some UV indices (obtained through the pickedInfo). Am I just missing something obvious? Is there not simply an analogous textureObject.getTextureColorAtUV(u, v) function? I'm also open to other suggestions to get more accurate picking with transparency taken into account. Thanks so much! Zack
  25. Create Textures from PIXI.Text

    For my Pixi Project, i need to display 4 short numbers: 15, 30, 45 and 60 over 200 times on my stage. Also, on window resize - the text will get resized not based on linear window dimensions. Because of this, i think it is a good strategy to create textures for those 4 numbers and use them when i create the sprites. var minute = new PIXI.Sprite(minute_30_texture); My Problem: i am not able to create Sprites from PIXI.Text("30").texture; var texture = new PIXI.Text("30").texture; var sprite = new PIXI.Sprite(texture); the rendered sprite will not show anything. (using pixi 4.0.3) Anyone with the same problem?