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About megmut

  • Rank
    Advanced Member
  • Birthday 10/01/1992

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    United Kingdom
  • Interests
    Programming, swimming, photography, music ... programming

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  1. megmut

    Box2D examples

    @Mat Groves A long time since this was posted I know, but I accessed this link fairly recently but it's broken now. You don't happen to have an old copy on a floppy drive somewhere do you?! Cheers!
  2. I don't know if you are aware of this, but there is a plugin on PIXI. The namespace is PIXI.prepare, and the method, upload. I use this sometimes when preparing states and making sure all the assets are correctly on the GPU memory. You can see more here as well as an example: http://pixijs.download/release/docs/PIXI.prepare.html
  3. megmut

    Inverse Masking

    @ivan.popelyshev thanks for the quick response. I took a look into the Stencil Manager and will try this route for a while. I'm assuming that with the workaround, it applies only to primitives shapes, or would graduated alpha's work also? I do have another quick question relating to this one, if I try to manually reduce the pixel alpha when an inverse mask is applied, how would I go about getting the pixel data, re calculating it and then uploading? My guess would be to get both textures, and extract the pixel data using the extract function on the renderer.. then subtract the inverse mas
  4. megmut

    Inverse Masking

    Hey guys, I've trawled through google, here and the github repo but couldn't find a good way to perform an inverse mask. I need the mask to be applied on every rAF, so generating a new canvas and re-uploading the texture to the GPU and rendering is going to be to expensive I think. I've read that this is very easy to do in WebGL, but I would like to keep canvas fallback if possible. I already have a mask texture that I want to apply, but obviously it's being used as a normal mask. Are there any good performant solutions for this?
  5. I have gone through the git repo and the documentation and I can't see anything. All that seems to be available is a 'done' callback on the upload function. That being said, if you extend the prepare class, and in the constructor, pass an event / signal.. you could add it to line 155 of http://pixijs.download/release/docs/prepare_BasePrepare.js.html. Then, every time an uploaded item is pushed to the completes array, your event will fire.. and you could pass a parameter of 'this.completes.length / this.queue.length * 100'. This would give you a percentage of the prepare completion.
  6. @voidmen you are correct. Pixi generates a new canvas, and passes the source SVG along with it's bound box found in the SVG xml. you can see how it's doing it here: https://github.com/pixijs/pixi.js/blob/dev/src/core/textures/BaseTexture.js#L582
  7. I have used the builtin tool to screen grab with osx (cmd + shift + 3), however it's actually perfectly crisp..
  8. Thanks for the link, was a good read, though nobody seemed to have a solid answer except for hardware and browser differences. Will look deeper into this. Thanks!!
  9. yes, I thought this might be the case. I'm not sure if the browser is doing it's own interpolation or something. Any suggestions?
  10. You can change the initial velocity in the fiddle on line 8. I've noticed that most html5 games do this now I've started looking, but there hasn't been a resolution or even any good explanation as to why, even if it's not fixable, I'd like to know why this is an issue.
  11. Here is a jsfiddle I made showing the blur. At least, it is on my screen anyway. https://jsfiddle.net/gLnzk8zb/
  12. I've already tried manually using Math.round(x). Didn't help. I've also just tried swapping the render order, so it renders a frame behind, but this didn't work either. I've removed all resizing, as well as any stage / renderer resize. In addition, I've removed the device pixel ratio from the render options, so everything is basically back to basics.
  13. Pretty sure it's not the monitor. I'm using a 13.3 mac book pro and I've tested on other screens. 60 FPS and no frame drops, it doesn't budge from it. Thanks for suggestion rendering round pixels, however that didn't fix the issue. Literally all I'm doing is adding a sprite to the stage and rendering it. I've tried legacy rendering, forcing canvas / webgl, rounding the pixel values myself, removing all scaling, all anchoring. I swapped the sprite for a graphics texture and that didn't help. It's the same on my mobile phone too. I've also tried playing with the FPS, speed and
  14. Hey guys, I'm experiencing some bad Ghosting. I can't take a screenshot because it's fine when ever I do it. But basically, when a sprite starts to move quickly (not uber fast), the trailing edge gets blurred. Any reasons why or how I could fix this? Thanks, Nick
  15. What do you mean 'look the same' Could you elaborate how they don't??
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