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Everything posted by fxlr8

  1. I don't quite understand how objects end up inside PIXI object. I created testContext object and exported it from core/src/shader/utils, then re-exported them in core/index.ts But I still can't find it in bundles/pixi.js/index.d.ts type file after build.
  2. does mean something to the build result? Does it affect how the object is exported in the resulting lib?
  3. Never mind, this can be handled by @expo/browser-polyfill
  4. By the way, I found a couple of places in PIXI with direct calls to `document`. For example, `createWhiteTexture`. Is there a place for some abstraction to make PIXI run in `document`less environments? Or should I better mock a global document?
  5. I will make it possible in expo
  6. I still struggle to link my custom PIXI version into test app. First I tried to import it with the relative path as offered in your issue. But Expo module resolution is a weird black box and I have no luck finding how resolve it correctly. I don't want to publish my own pixi as it is a lerna monorepo which will flood my npm registry with temporary packages.
  7. Is there any way to install my version of PIXI with npm? It is a monorepo and I can't figure out how to install it from git. It says that the package is missing version. How do you PIXI devs do it?
  8. Here is my first PR to PIXI https://github.com/pixijs/pixi.js/pull/6610
  9. By the way, can the `testContext` be the same context as the regular one? Can they point to exact same object?
  10. Ok, thank you. Gone working
  11. Sure, sounds good. Can you name me any similar exposed function that I can use as a reference?
  12. What if we make Application constructor accept testContext along with the context? So I could pass or mock the testContext from the outside. What if we keep testContext in some kind of testSystem class that performs all the tests? I am really interested in this feature and I am ready to implement it, I just need your guidance so that everything happens the pixi way and runs smooth.
  13. Hi, I am trying to make `pixi.js` work with `expo`. Current option `expo-pixi` is using pixi v4, not using Typescript and looks messy. I want to take a different approach and make my own version with pixi v5 and a helper/wrapper that will keep original pixi untouched. I am currently stuck at a moment where pixi tries to load a test context for inner needs. `expo-gl` component provides only one gl context so there is no second one for testing needs. Do you guys have any ideas how to workaround this issue? Do we really need tests here? I think native apps on modern phones should be able to provide any gl feature pixi needs. The most obvious is to disable the tests. Maybe you can come up with a better idea.
  14. Then why could it possibly be turned off by default on a gaming PC?
  15. I was thinking, how could it be, that a gaming PC would have the hardware acceleration turned off by default. Imagine that you have just built a new PC. You need to download GPU drivers. Of course you will download chrome first. When chrome is installed, the GPU has no driver yet, so it will decide to turn off hardware acceleration. And this option is never checked again. Even after the driver is installed. Looks plausible to me
  16. Thanks, this helped. The app lags like hell, but at least it does not crash. Is there a way to detect which renderer is used right now? I could offer my users to turn on the hardware acceleration when they use canvas. By the way, I created an issue for that bug here https://github.com/pixijs/pixi.js/issues/6491
  17. I tried switching to pixi.js-legacy, but now I get this error. This happens at Mesh.prototype._renderCanvas.
  18. Thanks for a fast reply @ivanpopelyshev Here you said that masks usage can cause this error. I am not using masks in my project at all, and the official example with masks works fine. Does the example page use automated canvas fallback?
  19. Found this thread on github about the exact same problem https://github.com/pixijs/pixi.js/issues/5694 Looks like this is a Chrome specific problem. Some people have 'hardware acceleration' option turned off by default. What can we do as a developers? How can I detect that WebGL is disabled so I could show users some info on how to turn it on?
  20. Hi there, a big part of my users see a blank screen when they try to open my game webpage because of this error: When I ask them to visit https://get.webgl.org/ they say that WebGL is supported and works fine. I use Pixi.js version 5.2.1. 95% of this errors occur in the latest Chrome 80 browser on Windows 10 How can WebGL not be supported on computers with decent graphics cards and latest browsers? Has anyone faced the similar issue?