• Content Count

  • Joined

  • Last visited

  • Days Won

  1. Well no I'm actually very happy with the global pixi loaders' cache. In my setup (using @react-pixi) pixi is set up and torn down multiple times (because components get unmounted etc). So it's very nice that the sprites are kept in cache. Perhaps I am alone in this but I think sprites loaded through a spritesheet atlas should get some sort of encapsulation, maybe just by prefixing with the atlas name or something.
  2. I see in there is a @if DEBUG statement. Looks like some sort of compiler directive. Can you tell me a bit how that works?
  3. @ivan.popelyshev That works in the sense that the textures are no longer overridden. I still see the console spammed with the message Texture added to the cache with an id [walk1] that already had an entry is there some way to suppress this?
  4. So in my game I have multiple sprite sheet atlasses representing the animated characters. Those characters all have animation frames, eg: "walk1", "walk2", "idle1" etc. I load them via the shared loader. I want to be able to load any of those character spritesheets into an AnimatedSprite and tell them to play the frames "walk1", "walk2". However it seems pixi overrides the textures Texture added to the cache with an id [walk1] that already had an entry And all my characters are using the frames from the latest loaded spritesheet 😕 Is there some way around this?
  5. Hi, I have to start out by saying GLSL is not my strong suit, but I found this nice effect I'm totally digging this and would like to use something similar in a project. However it's using Pixi v2. I tried to port it over, using a `PIXI.Filter` as `PIXI.AbstractFilter` doesnt exist anymore but nothing much seems to happen. Also `syncUniforms` does not exist on PIXI.Filter, I dont know if thats why it's not working? Here is my fork, using PIXI 5.3 can anyone help me along?