• Content Count

  • Joined

  • Last visited

About eXponeta

  • Rank

Contact Methods

  • Website URL

Profile Information

  • Gender

Recent Profile Visitors

489 profile views
  1. Hah. U can't direct load iframe as texture, it is unpossible by design. iframe is a DOM container. How me should upload it to GPU mem? U can use split renderer: that means, that there are canvas before iframe and after that and u sort ALL graphics object between. But there are problem - pixi can't support multicanvas renderer, u should run 2 separated Renderers and manyally select that rendered in first canvas before iframe and that rendered on secondary canvas. Easy =)
  2. So, maybe telegram ? Because Russian PIXI community alive in it.
  3. Hey! In my case i use canvas 2d render for mathematics calculation and RenderTexture for view. I update image on both, but math texture is 512, when view texture is 2048. Why? Because there are some botlenecks: 1. GPU is waiting when you request pixels from GPU to CPU for calculating. I got lag about 30ms when request 2048x2048 texture on mobile, this is long time, and drops framerate twice. Reading of 512 is faster, but in some cases you can use smallest images. 2. Iteration over buffer with 512x512 (or more) pixels is very heavy. I pass this task to Web Worker. (Really i use adaptive resolution for filling percentage calc: 16x16 for <10%, 128x128 for <25%, 256x256 < 75%< 512x512 > 95%) Is best way: use RenderTexture for painting and visuallise in main thread, then use OffscreenCavas for Chrome with 2d context for percentage mathing in WebWorker directly. For other browsers use getImageBitmap or gl.readPixels, and then pass pixel buffer to worker.
  4. Open on screen with scale 1.5 and move to screen with scale 1.
  5. You can use tint (there is doubletint implementation in pixi-heaven), or multiple sprite-variants, or custom Filter with colors replacements behaviour. https://github.com/gameofbombs/pixi-heaven
  6. I know it. This simple way how you can determine iPad betwen iOS devices. I thought that this was the main problem.
  7. IPad has aspect of 4:3 on mobile platform only, other mobile device (include laptops) has 16:9, 21:9,16:10 aspect ratio. // I tested my apps and PIXI.utils.isMobile.any = true on Android and IOS. I haven't iPad, and can't check it, but on iPhone5s it work.
  8. var aspect = window.outerWidth / window.outerHeight;
  9. You can check platform (mobile (android or iOS) and then compare browser aspect ratio (width / height) , for determining what concrete devices is currently (phone or tablet). For iPad aspect ratio must be near about 4/3