ephraimt

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  1. I am not asking for it. There are probably more important things for the team to work on!
  2. Thanks! I solved it by creating an <img> from the buffer (base64) and passing that to Texture.from().
  3. "pixi.js-legacy": "^5.2.0" Using canvas renderer. My alternate method of creating an image Sprite is to use PIXI.Loader and then to pass the resulting resource.data to PIXI.Texture.from(). That works fine, so it seems the difference is isolated to the creation of the texture.
  4. I am trying to display an image that I get in the form of Uint8Array. /* width: 640, height: 360, data: Uint8Array(921600) [ 89, 72, 34, 255, 97, 80, 42, 255, 105, 93, 43, 255, 117, 105, 55, 255, 117, 106, 49, 255, 110, 99, 42, 255, 111, 98, 31, 255, 111, 98, 31, 255, 115, 107, 22, 255, 117, 109, 24, 255, 119, 115, 16, 255, 117, 113, 14, 255, 127, 121, 13, 255, 131, 125, 17, 255, 144, 126, 30, 255, 146, 128, 32, 255, 143, 131, 35, 255, 135, 123, 27, 255, 130, 112, 26, 255, 127, 109, 23, 255, 129, 103, 32, 255, 126, 100, 29, 255, 125, 94, 28, 255, 123, 92, 26, 255, 121, 80, 20, 255, ... 921500 more items */ const imageTexture = PIXI.Texture.fromBuffer(data, width, height); const sprite = PIXI.Sprite(imageTexture); Is there something else I have to do so that the Sprite displays the Texture? If I create imageTexture using PIXI.Loader, then it works.