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About ZYandu

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  1. Yes I was using ParticleContainer. Unfortunately, making them all into normal Containers still gives me the same uniform1iv error. I just fixed a bug with my audio playing code that was actually the cause for the RAF not starting. Now my game runs the RAF on IOS Cordova so at least the error isn't stopping my game. ^.^
  2. The only pixi plugin I use is pixi-particles: https://github.com/pixijs/pixi-particles. If I run my game on IOS with the actual Safari app, pixi's console log is showing me that it reverted to webgl 1 and my game does successfully start the RAF. https://imgur.com/a/wDCwmMw So it might be something to do with Cordova's webkit 2 specifically that doesn't like the pixi texture locations allowed as you were saying. ^.^
  3. The game looks like this: https://imgur.com/a/Y4B2OYT Everything looks like it got displayed fine to start, but it doesn't start the RAF due to the uniform1iv error. Everything on screen are sprites, graphics, and bitmap texts. Once the RAF starts I use some pixi-particles emitters and interpolate sprites and graphics x position values but they aren't even .visible yet. ^.^ Hope this helps! 😁
  4. Would you happen to know what type of PIXI texture uses Webgl 2.0's uniform1iv call? I would love to just be able to remove something than to completely revert back to PIXI v4 πŸ™‚
  5. It looks like it might just be that Safari doesn't support Webgl 2.0. https://caniuse.com/#feat=webgl2 Cordova uses webkit 2 which is based upon the Safari browser...
  6. I am getting this error in my game only on IOS with Cordova on PIXI 5.1.1 with Webgl 2.0 (It works on Google Chrome perfectly fine). All my sprites and graphics get loaded to the screen but when the RAF should start it gets this error and doesn't continue. https://imgur.com/a/lqVDzdA Maybe it's something my IOS with Cordova is lacking from the requirements for Webgl 2.0 Specifications? https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.4 Thanks for any advice! πŸ™‚
  7. Yes good idea! I turned off all my plugins for Chrome on my Macbook Pro and I haven't gotten a profile with a RAF failure in 3 separate 60 second profiles. However, I still see it happen in my game πŸ˜› My guess is that since an RAF is supposed to sync with the browser, Chrome is saying that it's not ready to draw yet and holds the RAF up until it is ready. Or maybe my Macbook Pro isn't giving Chrome the resources it wants to be able to draw again too when the temp rises and fans start up. To test this, I did a profile on my Chromebook with the Pixi playground example and saw many slowd
  8. I don't have any console.logs in my Pixi playground example if you look again. 😁Thanks, yes the second animation frame delay is really what gets my game the most! πŸ˜› https://www.pixiplayground.com/#/edit/pYTkTrNrzUEica9rRZhppο»Ώ
  9. Sorry I didn't really specify before @Exca, the screenshot in my first post is a part of the profile of my full game which uses the same code setup for consistently moving x values, just with more sprites. πŸ™‚ The moving parts are all the numbers and sprites in the middle section https://imgur.com/a/hhhIavE. I made the PIXI playground example and saw that it was also having some stutters for a much more simple version of my game so I figured it must've been an issue with how I was doing it. ^.^ Here's some more profile data on the pixi playground example to try and see similar issues! 😁 30
  10. Dang... are you seeing any of the visual stutters I mentioned? It still looks like it slips up on my MacBook Pro. Are you using a computer with a nice GPU?
  11. If Pixi playground still isn't showing up for you then delete all the code and put this in x) /*pixi playground consistant transform test*/ var img = document.createElement("img"); img.src = "https://i.postimg.cc/MKDkHyGN/background-Spice.jpg"; img.style.position = "absolute"; img.style.zIndex = -2; document.body.appendChild(img); var totalTimePassed = 0; //webgl renderer var renderer = new PIXI.Renderer({ width: window.innerWidth, height: window.innerHeight, transparent: true }); document.body.appendChild(renderer.view); var stage = new PIXI.Container(); var loader = PIXI.
  12. import myBitmapTextFont from "myFontsFolder/myBitmapTextFont.fnt"; let loader = PIXI.Loader.shared; loader.add([{name: "bitmapTextFont", url: myBitmapTextFont}]) .load(setup); function setup (loader, resources){ let text = new PIXI.BitmapText("abcdefg", { font: "50px Arial", //Arial is the face attribute located inside the .fnt file align: 'center' }); } Here's my quick code example made with a custom .fnt file from bmGlyph. You really need to follow the instructions closely in the instructions link Ivan shared! πŸ™‚ https://www.adammarcwilliams.co.uk/creati
  13. Fixed the pixi playground link I think.. ^.^
  14. Here's an example of what my game is doing. ^.^ https://www.pixiplayground.com/#/edit/pYTkTrNrzUEica9rRZhpp I'm even seeing some stuttering in fps in this bare bones example. Although some of it might be the mouse events interactions. πŸ˜› Any big issues you see?
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