All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. Platform to create an online gaming website similar to enjoyarcade.com Powerful features and updates included. Arcade Site Script
  4. Thanks for help! First, I try to replace pixi 5.2.1, the problem still happened. Next, re-creating TextureSystem and resetting the renderer state really have no effect.... But, when I only try to binding baseTexture or "baseTexture.update()" or "baseTexture.setSize()" on every upload, It seem work! Anyway, I try to present the bug and process in detail by video and picture. It use Jsmpeg and FFmpeg trans RTMP stream to yuv data, and convert yuv to rgb texture. Refer attach code above, I use PIXI.resources.Resource to call gl.texImage2D and baseTexture format, and try to update Texture of yuv on every upload. Situation1: No bind baseTexture and call gl.texImage2D every custom updateDataMethod(setUint8Array) , only call gl.texImage2D on upload once. Result: Mesh only show one frame texture data. can't follow video stream to update texture. Situation2: Call gl.texImage2D on upload once, bind baseTexture and call gl.texImage2D every custom updateDataMethod(setUint8Array). Result: Other sprite's texture confuse refer with mesh's texture. Situation3: Only Bind baseTexture every custom updateDataMethod(setUint8Array), and call gl.texImage2D on upload once. Result: It's look good, sprite's texture and mesh's texture correct. Actually, I try to change "this.bind(this.baseTexture)" to "baseTexture.update()" or "baseTexture.setSize()", the result is same. Just like you said, It will change all updateID's , and TextureSystem wlll see that texture was changed on bind. It seem ok, thanks for help to solve that question!!
  5. That is an awesome idea and now on our todo list!
  6. Intellisense is not perfect, sometime you need help him, especially for events. Am not using maybe the best solution but it work for me.
  7. also here a nice video for PS and AE. This one helped me a lot to do VR picture. The depthmap are rendering on AE engine for the result, but its same logic, you replace AE by pixijs and filters.
  8. also i can see some strange artefact, am not sure why but try with png high quality image. Jpg are compressed and lossy. If artefact not fixed with png, create a issue on github for the pixi team. It can maybe a displacementFilter bug !
  9. A lot of issue with your demo, so i just make a playground for you. You will also need refactoring your image depth map. You will need practice and also this is not a very good image for this kind of 3d. But your are on the good way! make more experimentation. ex: more black on eyes. https://www.pixiplayground.com/#/edit/ZiuvxzRpK-EE03nlFJdQy ps: for the online demo you can use https://www.base64-image.de/ ps: i don't use your demo because you code are inside html and my IDE don't like this. Logicly you should separate css,js from html.
  10. essay writing service This is the best site ever I would like to spend a few moments to tell how quick and efficient their support team is. Very responsive, they hit the ground running after the order was placed. The content of my PhD proposal is superb, filled with valuable information. I was assigned a PhD writer in my subject area. Thank you guys very much for your assistance, I guarantee I will be coming back.
  11. Here ya go... Remember, I can only get it to run local side via Edge, but not FireFox or Chrome. Thx for your time. 1 pixi.rar
  12. Apparently stopPropagation should do the job in a more succinct way. About the third parameter, where did you find the docs? Cause on my intellisense the third parameter is context. Also I tried this solution and it works fine, although I have another issue now. The inner circle will stop the propagation much so, that if now i actually hover on the father, it won't trigger anything. My best guess is that by stopping the propagation the father lost his chance to fire. Do i have to manually call it?
  13. i can take a look, but plz make a zip projet with all stuff. I am lazy
  14. Hello Joda, Thank you for the details. Let me get back to you on this. Warm Regards, Sofia G
  15. Alright, I messed around with the code from the video and what I have now works, but it still does not look good... The code below works, but only on Microsoft Edge, and without the #wrap code. The picture is small, but it takes up the entire background. I am trying to shrink it down to proper size. The 3D effect looks horrible compared to what is seen in the video. Anyways, hope you or someone can help. Below is the code, and I attached all the files as well. Remember, I'm a lamer compared to you guys, so sorry for all the questions. I have put a lot of time into this, so I hope it pays off. Thanks for your time. pixi.min.js test1.html
  16. Here are some more details about what I'm looking for. This is not developed in phaser or pixi. I have 2 bits of code that help this work. The first is on index.html. It only works on iphone which is part of the problem. This second script is in index.js. It changes the size of the canvas to the browser size. Not sure if this is the smartest way to deal with things, but this is the best solution I was able to come up with. <script> //a window.document.addEventListener( "orientationchange", function() { var iOS = navigator.userAgent.match(/(iPad|iPhone|iPod)/g); var viewportmeta = document.querySelector('meta[name="viewport"]'); if (iOS && viewportmeta) { if (viewportmeta.content.match(/width=device-width/)) { viewportmeta.content = viewportmeta.content.replace( /width=[^,]+/, "width=1" ); } viewportmeta.content = viewportmeta.content.replace( /width=[^,]+/, "width=" + window.innerWidth ); } // If you want to hide the address bar on orientation change, uncomment the next line window.scrollTo(0, 0); }, false ); </script> function resizeCanvas() { if (mobile === true) { var cWidth = window.innerWidth / window.devicePixelRatio; var cHeight = window.innerHeight / window.devicePixelRatio; var cAspectRatio = originalHeight / originalWidth; canvasWidth = cTargetWidth * bbScale; canvasHeight = cTargetHeight * bbScale; canvasWidth2 = cTargetWidth * bbScale; canvasHeight2 = cTargetHeight * bbScale; if (cWidth > cHeight) { var cTargetHeight = cWidth * cAspectRatio; var cTargetWidth = cWidth; } else { cTargetHeight = cHeight; cTargetWidth = cHeight * cAspectRatio; } let cCanvas = document.getElementById("gameScreen"); cCanvas.width = cTargetWidth; cCanvas.height = cTargetHeight; var dpr = 1 / window.devicePixelRatio; ctx.scale(cTargetWidth / originalWidth, cTargetWidth / originalWidth); window.ctx = ctx; } } Right now this does not work on android due to the first one. I've also seen it have problems on iphone 10+ Each browser has very cryptic quirks that I need help overcoming. If you are familiar with these quirks please reach out.
  17. More brand new free music tracks are ready for your projects: On my Chiptunes 3 page: NOSTALGIC FOR ARCADES – (Looping) https://soundimage.org/chiptunes-3/ On my Fantasy 10 page: TROUBLED LANDS – (Looping) https://soundimage.org/fantasy-10/ On my Introspective / Emotions page: DEEPER THAN FRIENDSHIP https://soundimage.org/introspective/ On my Puzzle Music 5 page: LIGHT PUZZLES 4 – (Looping) https://soundimage.org/puzzle-music-5/ And on my Sci-Fi 8 page: MORE MECH MONSTERS – (Looping) https://soundimage.org/sci-fi-8/ Enjoy…and don’t forget my super high-quality Ogg tracks.
  18. Yesterday
  19. http://pixijs.download/release/docs/PIXI.interaction.InteractionEvent.html#stopPropagation
  20. You can use property .currentElement to check possition of your mouse (above which element it is - whether parent of child) Also take a look at optional third parameter of eventlistener - capturing
  21. Hello community, I have a Graphics, say a circle, and inside i nest another circle with addChild property. If to both the graphics i add a listener such as "mouseover", how do i prevent the "father" to fire when i'm just hovering the "child" circle? Regards.
  22. New hero added: Iron Armor Suit That Tony Can't Wear Anymore Because His Washing Machine Shrunk It
  23. Hello. We are developers. We are developing HTML5 games. Please look at our portfolio: https://borna-tech.com/ And write to me on skype marivis04.
  24. Hello. We are developers. We are developing HTML5 games (Playable Ads of our Unity3D mobile games, instant games, ...) Please look at our portfolio: https://borna-tech.com/ We help you. And write to me on skype marivis04.
  25. Hello. We are developers. We are developing HTML5 games. Please look at our portfolio: https://borna-tech.com/ And write to me on skype marivis04.
  26. Hello. We are developers. We are developing HTML5 games. Please look at our portfolio: https://borna-tech.com/ And write to me on skype marivis04.
  27. > Is there a list of such components someplace You are the first one who requests this list. > Is there documentation anyplace that lists the various renderer plugins developed by the PIXI team and when I would or wouldn't use a particular plugin? Again, you are the first one Maybe after full TS conversion, maybe when there will be at least 5 or so people like you who experiment with different bundles of pixi - we will have those lists as a part of documentation. =============== > So, this "BatchRender" plugin, if omitted, does crash when using the WebGL renderer. > Perhaps there is no point in using the BatchRenderer in a canvas context since there is no GPU to which textures need to be uploaded. BatchRenderer made for WebGL. I dont know why do you register it for canvas when canvas has one of its own. https://github.com/pixijs/pixi.js/blob/dev/bundles/pixi.js-legacy/src/index.js#L19 https://github.com/pixijs/pixi.js/blob/dev/packages/canvas/canvas-sprite/src/Sprite.js#L21 CanvasRenderer mirrors the old architecture of pixi v3-v4, it doesnt have systems, its not compatible with any of webgl systems/plugins. Only Accessability and InteractionManager can be canvas/webgl renderer plugins. =============== PixiJS wasn't planned on UML diagram. All those things were made without big planning. We are going step-by-step, maybe in a few months our architecture will be in place you somehow imagined it supposed to be, but right now it is not. > But running on intuition isn't very satisfying. There's got to be a guide on this right? All this modularity was achieved naturally. 7 years evolution of library, all those years we were growing community - and here you are , the first one who wants to use modularity by using intuition and not knowing all the code. It was not possible before.
  28. I see you've tried many things 1. re-creating TextureSystem second time 2. resetting the renderer state, binding/unbinding resource to baesTexture 3. binding/unbinding resource to baseTexture on every upload Unfortunately, that all should not affect behaviour. I dont know what is wrong with your case, I dont actually have websocket server with a video locally. Even without video, I dont know what is supposed result of that demo and what you see is wrong with it. Can you provide more information? I'm sure I can fix that and make your code much smaller if I at least see the bug with my eyes However, you use pixi 5.2.0 - maybe 5.2.1 or dev version ( pixijs.download/dev/pixi.js ) will work better, I remember we fixed something related to texture bind
  1. Load more activity