Sebastian S

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  1. Assembled my Signal Generator Kit with short review

  2. @xerver I find your solution elegant, and it does work! However, My app requires about on average 20 RenderTextures to be created per second for about 3 seconds. And it needs to run on a mobile device. I have found that using RenderTextures in this way degrades the performance on a mobile device beyond the point of what a Filter will. So I thought if there is a way to directly apply the Filters output onto the Sprite, we could eliminate the overhead incurred by creating RenderTextures so rapidly.
  3. I'm returning a RenderTarget object from my Filters. I would like to use the Texture from the render target and apply it onto a Sprite Object. My Code: myBlurYFilter.renderCallback = (renderTarget) => { this.mySprite.texture = renderTarget.texture;};Added a callback function to the ApplyFilter function code: if(this.renderCallback !== null) this.renderCallback(renderTarget)Resulting ApplyFilter function: BlurYFilter.prototype.applyFilter = function (renderer, input, output, clear){ var shader = this.getShader(renderer); this.uniforms.strength.value = Math.abs(this.strength) / 4 / this.passes * (input.frame.height / input.size.height); if(this.passes === 1) { renderer.filterManager.applyFilter(shader, input, output, clear); if(this.renderCallback !== null) this.renderCallback(output) } else { var renderTarget = renderer.filterManager.getRenderTarget(true); var flip = input; var flop = renderTarget; for(var i = 0; i < this.passes-1; i++) { renderer.filterManager.applyFilter(shader, flip, flop, true); var temp = flop; flop = flip; flip = temp; } renderer.filterManager.applyFilter(shader, flip, output, clear); if(this.renderCallback !== null) this.renderCallback(renderTarget) renderer.filterManager.returnRenderTarget(renderTarget); }};How can I convert the WebGLTexture Object to a PIXI.Texture Object so that I can use it on a Sprite?
  4. We recently moved to Pixi.js v3 and we discovered that all the render textures were being rendered without anti-aliasing. All other Sprites and BitmapText object were just fine, and did look like they still had anti-aliasing. Has Pixi v3 explicitly disabled anti-aliasing for RenderTextures? Or is this a bug? See My JSFiddle Test Case Note: the Red Text is the RenderTexture.
  5. turns out its a generateTexture issue, have logged the issue on git:
  6. The BitmapText rendering used to be smooth and antialiased. now with updated Pixi, it looks horrible. I have enabled antialiasing in the options properties, but this only affects sprites, etc, it does not affect BitmapFont (if it does, it looks worse) Current Pixi: Pixi.js 3.0.6 - ✰ WebGL ✰ Previous Pixi: 2.2.6 Update: the jagged rendering is mainly visible when the element is rotated (antialiasing is not applied to the font)
  7. I'm looking at the exported FNT files and I would like to know what the various values equate to in pixiJs's BitmapText, ie: what is the effect of each of the XML properties below (particularly xoffset, yoffset and xadvance): <char id="163" x="115" y="329" width="114" height="165" xoffset="2" yoffset="-85" xadvance="115" />Also, can you explain 'letter spacing' relating to xadvance?