Jump to content

Peg Digital

Members
  • Content Count

    13
  • Joined

  • Last visited

Everything posted by Peg Digital

  1. Yeah I agree, we found it was only IE11 that specifically had an issue with this. Very odd, but then it wouldn't be the first time IE has thrown us a curve ball....
  2. OK we solved the issue we were having and thought we'd share. Turns out it was caused by IE being sensitive about the crossOrigin Boolean. If this isn't set to true when you're using asset loader to load your images, they won't show up when cached. All other browsers don't seem to mind but for IE, then must be passed as true and you should be all set :-)
  3. We're having this same issue on PIXI 1.4.4 with IE11. Cached images sometime won't load - no errors - just blank display. Clear cache and refresh and all is well. Struggling to suss this one out!
  4. I couldn't get any touch events to work on CocoonJS and I found the performance was pretty terrible - 20-30fps compared with 50-60fps in mobile Safari. I wonder if I'm doing something wrong? This was just packaging my game up and testing it via the launcher app on iPad. I'm going to look into Ejecta...
  5. I've had another look at this and I seem to have found the issue. The image was still being stored in the BaseTextureCache even though it was being removed from the TextureCache. This meant it wasn't reloading it from scratch on the second time around and was instead still referencing the now nulled texture. Adding an additional line to the removeTextureFromCache Method seems to have fixed it: PIXI.Texture.removeTextureFromCache = function(id){var texture = PIXI.TextureCache[id]PIXI.TextureCache[id] = null;PIXI.BaseTextureCache[id] = null;return texture;} http://www.pegdigital.co.uk/demo
  6. Thanks a lot Powerfear, that's some really interesting info there! I will investigate this stuff today....
  7. Thanks thats a handy addition :-) I've still got some issues and I've been able to re-create them with the simple 'example-1' bunny demo. Essentially the problems seems to arise when I try to rebuild a sprite after I have just removed it and destroyed its texture. Here's the example and the code: <!DOCTYPE HTML><html><head><title>pixi.js example 1</title><style>body {margin: 0;padding: 0;background-color: #000000;}</style><script src="pixi.js"></script></head><body><script>// create an new instance of a pixi stageva
  8. Thanks guys. I've been able to verify this works fine on something simple like example 1 (spinning bunny) within the PIXI repo. Remove the sprite from the display list first, then call destroy on the texture - thats all there is to it. I'm still having trouble with what I'm doing but as I can verify on the simple demo that this should work, my problems must be related to the surrounding complexity of what I'm doing. At least I know this works in practice and hopefully should allow the app to minimise its memory use and keep running smoothly! Wish me luck - thanks for your help.
  9. Instead of destroying them there and then I have tried pushing the texture references to an array which is iterated through inside my game tick. If I call destroy(true) here (after the Game.renderer.render(Game.currentScene); call) I get exactly the same error. I've tried this with the pixi.dev.js build so I can get more info about whats happening. It's coming from the render display object method on the context.drawImage line. PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject){// no loger recurrsive!var transform;var context = this.context;context.globalCompositeOpe
  10. Still can't seem to find out how to safely destroy textures / how to make sure its done at the right time - can anyone advise on this? Thanks
  11. Yes I'm sure you're right. I have tried removing the sprites from the display list first but the result is the same. I'm going to have a look at the PIXI docs and see how to wait for the right time in the render cycle to destroy textures.
  12. Thanks for your responses guys! I'm actually just using PIXI's built in image loader to load the sprites on the fly at the moment: var image:PIXI.Sprite = PIXI.Sprite.fromImage(Game.path+'panel-assets/'+this._paneData[pane].layers[layer].art); //create spritesI'm glad you all agree that I'm on the right track and that this is to do with images clogging up the memory and resulting in the iPad slowing right down. It sounds like getting the gc to remove the base image data underneath PIXI is the goal. I've tried passing true into the texture destroy function but I must be doing something w
  13. Hi there, We've used Pixi.js a couple of times already in commercial projects because its so beautifully fast. Unfortunately one of the projects we're currently working on seems to be bucking the trend and we are struggling to get to the bottom of it. The app consists of a continuous strip of panels that scroll left to right - we're using DisplayObjectContainers for each panel and then loading in a bunch of images (in layers) and displaying them as sprites within that. Performance was excellent until we started to build more panels where it felt like some sort of memory threshold was cro
×
×
  • Create New...