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jonforum last won the day on October 1

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About jonforum

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  • Birthday 02/01/1987

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  1. ha i see, you an also try Off-topic Forum ( Community are passionate on spine and helpfull. Maybe more chance to get help for your case. If you need converting, i also made a app Spine Auto Batch convert 3.x to 3.8 breakChange [TUTO] · Issue #301 · pixijs/pixi-spine ( but you need spine installed and nodejs in your env. try install the trial, it can maybe work.
  2. From what i remember, ShockwaveFilter is a pain to understand and calibrate. Coord are relative to screen coord if am not wrong, but am not remember. What i deed to fully debug and understand this filter is add a Gsap timeline controler, to play pause and slow the filter motion and play live with props and coord. This code should help you ? maybe gl note: look for the array center[], if am not wrong this can help to position. const doShockWave = ()=>{ const tl = gsap.timeline({id:'doShockWave'}) const ease = SlowMo.ease.config(0.1, 0.7, false); tl.fromTo(Background.c, 1, {alpha:0.2},{alpha:1, ease:ease },0); tl.fromTo(ShockwaveFilter, 2, { time:0, amplitude:-100, wavelength:0 , speed:200,brightness:1.3, }, { time:5, amplitude: 10 , wavelength:390, speed:250,brightness:1.6 , ease:ease },0 );$mouse.l.falloff, 1, {'0':0.8,'1':3,'2':20, ease:Power4.easeOut },0);$mouse.l, 1, {brightness:0.8,lightHeight:0.02, ease:Power4.easeOut },0); tl.add(() => {[1] = 400; ${start:15.7}).Volume(0.5); }) tl.eventCallback("onUpdate", ()=>{ MaskCircle.scale.set(ShockwaveFilter.time+0.5); }) return tl; } edit:what your can maybe try is new ShockwaveFilter( {center:[filterCoords.x,filterCoords.y]} );
  3. EUREKA !!! here solution if (D > 0) { // HERE THE HACK D /= Math.sqrt(matrix.b * matrix.b + matrix.d * matrix.d); } Try slide perspective, _angle and zoom, everything is correctly fixed to camera, no more scale. now we maybe need a kind of flag or add new AFFINE formula ? !
  4. or hey @ivan.popelyshev, is can be related to this ? i think if am not wrong, he talk about the scalling. if i remember i added AXIS_XR = 5 , where is mixed 2 and 4 (AXIS_XR and point ) and result make will point behavior but with keep the scale of the camera. its can be a lead !? but not sure, i dont want say shit, is far in my head, i not remember. @DubMan try add this formula and show if is work.
  5. hum i dont know sorry, am not able to visualise your architecture in my head. What your can try is hack the affine Math to your case. try create a new affine conditions and make some random math test until you get the desired result!
  6. without code is hard to said ! i take a chance , try . circleContainer3d.proj.affine = 4; // or circleSprite.proj.affine = 4; Or test my demo, is work ! open the datGui CHARA panel, and play with the Affine slider. With 4, You should see live , the monster without perspective and not effected by camera projections. Is this help ?
  7. Am sure you will not keep your variable hard coded like this , but basic math operations from rotations should do the jobs ! childRect.rotation = -newRotation/newRotation-0.5; for this demo is work, in a complexe case you will need make more solide math algo.
  8. hi, Forum is not a really good place to poke or report issue. You can poke on official Pixi-sound GitHub. or you also have a Slack chat with pixi-sound chanel and a Discord chat for general discutions. If you want a answers on a forum, you have to take the time to detail your issue , and code and ask concrete questions. Note for ads , in most browser, are controlled by browser policy itself, so medias videos and sounds can be disabled by default and need user autorisation or interaction!
  9. all work fine on my side if you start in js, this site is good to learn .
  10. The maximum texture size for mobile devices should not exceed 2048. Bigger textures might not be displayed on some devices or might cause jittering sprites. For pc, i never seen issue on my side, my most big texture is 3800*3000 ! and work fine. It should be same for mac ?! To answer your questions, thank you for taking the time to make it readable. 😁 dont exceed 2048*2048 for safe, it maybe related to minimal hardware support, or perform a splitting textures in multiple pack , see this soft yes, load texture will not upload to gpu if i dont say shit. take a look on The first rendering will load texture to webgl and gpu. look for uploadBaseTextures loader will add reference in cache, try look in console.log(PIXI.utils.TextureCache) and PIXI.utils.clearTextureCache(); This will just erase root reference of texture for GC, all texture used in sprite will also keep working, until you perform a destroy on sprite to remove all refs or remove sprite ref hitself. avoid use no rendered mask, and many strange childs hierarchy [sprite=>container=>grafic=>container=>text....] , ... other many tips provide here by @ivan.popelyshev, i dont know if is obsolete, but btw is good to know. example : Also am not remember where, but i seen a wiki on what not to do to avoid broke batching... v5 yes ! you just need time.
  11. Filters are rendered on screen so you need use sprite.toGlobal() on your sprite and normalise values because filters use webgl values, and it normalized on screen coord and then add a tiker or listener to your filter to fellow your sprite coord. ex: = [1,1] mean the filter is at 100% right and 100% bottom of screen. so you will need to spritepos/screensize to get normalized position of your sprite from screen.
  12. node_id are not a valide attribute in html element. you will need use `.getAttribute('node_id`)`
  13. you have many reason from this kind of server error. You will need setting your server related to the error you get. These measures are there to prevent anyone from leeching your stuff site , server or bandwidth.
  14. I can help you. but you would need to restructure your code. formatting is unreadable. I know that the technology of this forum is outdated, but it is possible to present things well with tags tools. use script balise with js. if you don't take the time to present things well, it is likely that no one will take the time to help you.