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  1. Here's a playground that reproduces the problem (some of it at least, the missing triangles aren't in the exact same place for me) https://www.pixiplayground.com/#/edit/wyw3c0oMPBlkeO5he3Wto I can confirm that this bug is not present in pixi.js@4.8.6 so I'll use this version for a while 😉 Thank Ivan, you're incredibly helpful 😄👍
  2. Pixi 5.0.0-rc.2, WebGL renderer (on my dev environment at least but the same problem appears everywhere) The blue is the first arc to be drawn then the others, clockwise. Also the whole thing disappears randomly on Chrome mobile but that's a problem for later...
  3. Thanks but that's not my problem. Of course my code is in a function, has loops that build the circle depending on data and all (hence the "math hidden for reading convenience "). My problem is that where the arcs join together looks like garbage.
  4. Hi! So I want to make a circle with multiple colors. The colors and angles will change dynamically so sprites or images aren't a solution. But when I draw the circle by chaininc 4 calls to Graphics#arc this happens (on Firefox, Chrome and mobile versions) : My code is basically : class extends Graphics { constructor() { // ... this.lineStyle(this.thickness, color1) this.arc(0, 0, this.radius, start1, end1) this.lineStyle(this.thickness, color2) this.arc(0, 0, this.radius, start2, end2) // etc ... } // ... } No other calls to any draw method or anything (math hidden for reading convenience 😉). Any ideas what that could be from ? My current fix is to draw all the arcs 0.1rad longer and then redrawing the first arc to overlap the last unnecessary bit but it's `// ewww`...
  5. Yeah that's the problem, I've been trying (and failing) to replicate it to show. I don't feel like trying to gradually strip my whole project to find what causes it exactly. My code is available on Github : https://github.com/terrygonguet/naga If you want to look into it I'll gladly give any info you want but I understand if you don't have time. It's easy enought to workaround, just set the containers to -8,-8. If it becomes too much of a problem I'll try harder to identify it. Thanks anyway
  6. Yeah I know I mostly used EaselJS in the past and that behaviour seems mostly the same. This happens even when I don't cache the container. The 3rd container is just offset by 8,8 and I really can't see why. I don't do anything to it that I don't do to the the first 2 containers. All the Graphics are placed with their position property and drawRect(0,0,16,16).
  7. Hi, I have 3 containers containing only square sprites as children of stage. Starting from the 3rd, every new container I add is offset by 8,8 visually but all of their properties say they aren't. To achieve the expected result I have to set the position of the 3rd Container to -8,-8 or else the black shape is offset. When I check getGlobalPosition of the container or the sprites in it they tell me they're not offset when they clearly are. (game.layers is just a POJO that contains references to the containers)
  8. Hi, I'm new to Pixi and couldn't find anyone with the same problem so here I am. I have a container full of black squares (drawn with Graphics) to hide parts of the map, like a fog of war. Some have their alpha set to 0 to reveal what's underneath (I know there are a million better ways to do that but MVP first, optimizations later). The problem is when I set cacheAsBitmap = true on the container, a weird diagonal line appears. This container can be very big and doesn't change much so it makes sense to cache it. Is there something I'm missing or is this a bug? I am literally doing nothing else to it, it'a at 0,0 of the parent container (the stage) and just contains Graphics objects. I'll try to reproduce the issue in a Codepen, thanks to anyone who can help.