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  1. Dude, you're amazing. You always reply right away! > Need ES6 or something like that in the libs., I dont remember exactly. I trid that, no luck > Workaround: If you dont use webpack and other things you can just copy that file to your libRoot or somewhere in your project and remove those lines. Unfortunatelly I do use webpack > That's how pixi-spine works: I tried the different parameters in that tsconfig.json without sucess. So I'm likely missing something. Anyway, I solved it by removing those 3 lines out of pixi.js.d.ts Now I'll spend some time porting the existing code Very excited to finally try 5.0! Cheers
  2. Hi there, When tying to compile pixi.js 5 with typescript I get node_modules/pixi.js/pixi.js.d.ts(3848,30): error TS2304: Cannot find name 'WEBGL_draw_buffers'. 3848 drawBuffers: WEBGL_draw_buffers; ~~~~~~~~~~~~~~~~~~ node_modules/pixi.js/pixi.js.d.ts(3851,30): error TS2304: Cannot find name 'WEBGL_lose_context'. 3851 loseContext: WEBGL_lose_context; ~~~~~~~~~~~~~~~~~~ node_modules/pixi.js/pixi.js.d.ts(3852,36): error TS2304: Cannot find name 'OES_vertex_array_object'. 3852 vertexArrayObject: OES_vertex_array_object; ~~~~~~~~~~~~~~~~~~~~~~~ the definitions of those symbols are on lib.dom.d.ts so I'm not sure what should I do Thanks!
  3. > automatically build typings that sounds amazing! thanks for all the great work!
  4. pixijs 4.8.7 typings file was for 4.8. After updating it the problem went away my bad! thanks for the help btw, new typings file says 4.8 just like the old one
  5. Thanks! I'm using Typescript, and the default callback parameter was of type DisplayObject so I was not finding stopPropagation(). Ie. : mySprite.on('click', function (ev) { }); Forcing an InteractionEvent type worked mySprite.on('click', function (ev: PIXI.interaction.InteractionEvent) { ev.stopPropagation(); });
  6. If I have a container and a child of it, and both have "interactable" set to true. I noticed that if I click on the child, both the child and its container get the event. How can I prevent the event from propagating to the parent? Ie. imagine the container is the play area, and on top of it there's objects. If I click the play area I expect the character to move there. If I click an object, I expect to interact with it, and stop the propagation there, so it doesn't get to the play area callback. Thanks!
  7. Thanks for your reply! I'm using version 4.8.7 which I got from npm. Is version 5 ready to use already? Even after checking the docs I don't understand how u_resolution is already defined, as I don't seem to be there unless I define it. Is there any sample code I can check? >u_resolution is actually part of filter uniforms that depend on temporary pow2-sized textur´╗┐e does this mean it only works for pow2-sized textures?
  8. Is there a way to globally set the values of certain uniforms, so they don't need to be set on a per shader basis? ie.: uniform vec2 u_resolution; uniform float u_time; It seems to be it might be inconvenient to have to update every shader each when we change resolution, or to update the time Thanks!