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  1. Today
  2. if you can show your code for help other people search same thing, you're awesome:
  3. thanksss @jonforum I create new Class TextureVideo extends Texture and overwrite "from" method. and say it un save in cache. its workkeedd 😘
  4. yes i think you will need to add a hack from a custom loader with video and duplicate the source. it maybe related to the web api and not pixi but am not sure. i understand your target logic. Wait confirmation but it interesting. maybe it not will not possible without duplicate the source in loader.
  5. thanks for reply @jonforum I test your code. but my problem not solved. I test this code: yes Im control my video By: videoSprite0.texture.baseTexture.source but in new Version PIXI must use: videoSprite0.texture.baseTexture.resource.source
  6. hey friend,, try this, it should work if am not wrong. const textures0 = PIXI.Texture.from('.../video.mp4'); const textures1 = PIXI.Texture.from('.../video.mp4'); const videoSprite0 = new PIXI.Sprite( textures0 ); const videoSprite1 = new PIXI.Sprite( textures1 ); const videoControler0 = videoSprite0.texture.baseTexture.source; const videoControler1 = videoSprite1.texture.baseTexture.source; videoControler0.currentTime = 2; videoControler1.currentTime = 11; console.log(videoControler0.currentTime); // should show 2 console.log(videoControler1.currentTime); // should show 11 EDIT: oups., hum no, it maybe because you get same name register in the loader from baseTexture.source. you will need hack videoControler are not inside sprite but from baseTexture, and i think it crush same register name, but not tested, you can confirm.
  7. hey. I'm new in Pixi.js and all Js 😊 I want create two Sprite Video from one src video. its create successfuly but when seek on video1 . changing video2 current time. for example: but i not want this happen. im try with Texture.fromVideo() but have this problem... sory my english bad 😞
  8. Does anyone know if there is any article that tell us which characteristics os playersby game genre? For instance: - dress up games: women ageing from 5 to 12 years old. - bingo games: women ageing from 40 to 80 years old - FPS games: boys ageing from 5 to 25 years old. I asked this some years ago and no one answered me... I can't believe such piece of information does not exist. Any help is very much appreciated. Thanks.
  9. Yesterday
  10. hey this should help you. after install this plugin to vscode. https://marketplace.visualstudio.com/items?itemName=ritwickdey.LiveServer
  11. No replies up to now. Does it mean no one here has experience with both HTML5 and mobile markets? I can't believe. I think you guys don't want to share your knowledge? 😐
  12. In specific, I don't know what it means by this Once you install it, you can use a very simple CLI API that you can interact with: after this it gives me commands like before, but I don't know where they are supposed to go, I tried the terminal but I guess it means something else, like atom or a different editor, or in my project, but I have no idea how to do that or where. Sorry this is my first big language, I started with processing, so I'm a bit clueless.
  13. I found a tutorial to try and find this but it keeps referencing things I don't understand, https://blog.risingstack.com/node-hero-tutorial-getting-started-with-node-js/
  14. Last week
  15. Thanks for answer. I added my game Offroad Mania to Gamedistribution and Gamemonetize. I can see that much more revenue from Gamedistribution. But I have not received any bank transfer. If I decide that question, I will write here. Below links to my game: Buy Offroad Mania on Kartridge https://www.kartridge.com/games/grmaster/offroad-mania Free web demo https://html5.gamedistribution.com/268e3f7dc6e6481298fafa5f3cf9e911/
  16. Btw, If you tell me more about your case, maybe I give you better solution. For example, if you want to apply that displacement only on text under mouse, maybe its better to use Meshes instead and not pass it through filter: https://pixijs.io/examples/#/mesh-and-shaders/triangle-textured.js , you can use "myText.updateText()" and then use mesh with "myText.texture". It'll be faster than a full-screen filter.
  17. I'm approved for adsense for games. When you sign up it says there will be a simple player option to implement it in to your website/game. Now I'm in that option isn't there - just the advanced one. Does anybody else with Adsense for Games know where you can get the simple player code? Alternatively have you found a good example integration elsewhere? Thanks!
  18. I would love to do it! But just haven't had the time yet, unfortunately.
  19. I´m getting the same problem and I´m not being able to fix it, did you find any solution to this? Access to XMLHttpRequest at 'https://cdn.*********.png?v=1.0' from origin 'http://localhost' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.
  20. Same problem here, did you find any solution?
  21. I am using v4 I have changed the formula a little bit and it is exact match with photoshop now Currently, I just hard code the alpha in the frag. Is there any way I can pass a uniform into mapFilterBlendModesToPixi? const overlayFrag = ` varying vec2 vTextureCoord; varying vec2 vMapCoord; varying vec4 vColor; uniform sampler2D uSampler[2]; uniform vec4 uColor; uniform float alpha; %SPRITE_UNIFORMS% vec3 colorBurn(vec3 lower, vec3 upper, float opacity){ return 1.0 - (( 1.0 - lower ) / ( 1.0 + opacity * upper - opacity )); } void main(void) { %SPRITE_CODE% vec4 source = texture2D(uSampler[0], textureCoord) * uColor; vec4 target = texture2D(uSampler[1], vMapCoord); //reverse hardlight if (source.a == 0.0) { gl_FragColor = vec4(0, 0, 0, 0); return; } vec3 Cb = source.rgb/source.a, Cs; if (target.a > 0.0) { Cs = target.rgb / target.a; } gl_FragColor = vec4(colorBurn(Cs, Cb, 1.0 - alpha), 1.0); } `;
  22. Here is a new demo. You can login with usernames computer and science, both with password 1234. https://cs1-facility.glitch.me/
  23. Previous topic regarding normalized input coords is here: https://github.com/pixijs/pixi.js/issues/6266 Basically, pixi optimizes memory in case you request big number of filters, it uses pow2-temporary textures and not the size of filter. Same size is used ONLY if its fullscreen , to be compatible with old v3 filters, that makes everything easier. Use that trick with "filterArea=screen" if you dont need to deal with strange pow2 textures.
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