gomgom

Members
  • Content Count

    7
  • Joined

  • Last visited

About gomgom

  • Rank
    Newbie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yes, unfortunately this issue seems to pop up quite randomly 😞 (same thing, my project was working fine for months and then stopped from one day to the next). I've had zero bandwidth to look into it, but I'm surprised there are so few people out there facing the same problem. I still wonder if this might be due to a driver change, possibly gotten through a background update.
  2. Thanks for taking the time to answer. I didn't even think of looking for it on the pixi side, I thought this was a setting specific to Firefox. I will play with the settings described on this page: https://pixijs.download/dev/docs/PIXI.settings.html But does this all mean pixi (or Firefox) is indeed convinced it cannot use WebGl on my PC? I see threads concerning rejected drivers, is this likely due to a driver problem? I have a NVIDIA Corporation TU117GLM [Quadro T1000 Mobile] / Quadro T1000/PCIe/SSE2 graphics card... Trying to understand at what software layer the issue lies: OS, firefox, other.. Thanks again!
  3. Hello, I am facing a problem of which I have seen a few instances on different forums. My pixi app works just fine on Chromium, not under Firefox (I get the "Error: WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support." error). I found this recent Firefox bug report: https://bugzilla.mozilla.org/show_bug.cgi?id=1675357 I followed the last advice to change the "webgl.disable-fail-if-major-performance-caveat" setting. This fixes the problem, my app works just fine then under Firefox too. That last post seems to throw the ball back to the Pixi team: Does this give any hint on what is going on? Please note that all pixi examples work just fine on my (recent) PC... Thanks!
  4. Thanks for your answer. I'm relying on the promise approach: try { newTexture = await PIXI.Texture.fromURL( url, { resourceOptions: { width: spriteMaxSizePx, }, }, ); } catch (err) { console.log(`Error, Failed loading texture from ${url}, err=${err}`); } With this, I never trigger the catch if the url is bad (my async function just hangs). Maybe I'm doing something really dumb javascript-wise (I started this language not so long ago), but I think I should get my log error message?
  5. I had sprite.roundPixels set to true. Removing this improves my sprite rendering... I was expecting the exact opposite. Is this normal? Thanks.
  6. Hi all, I'm currently working on a web project, where I need to display a vast amount of markers on a map. I am using a package called leaflet-pixi-overlay, which lets one add a PIXI overlay on top of a leaflet map. My markers are sprites which I build from a few svg images (I need to compose these markers, as I change the tint of the svg's). The result is quite pixelated. The issue being that, given the number of players involved (react / leaflet / react-leaflet / leaflet-pixi-overlay / pixijs), I have no clue which layer is not optimal! One element which I believe to be interesting is that if I zoom the browser's display, reload my page, then zoom back to 100%, then my sprites look just fine. This is one of these svg's displayed elsewhere in the browser, as an svg: The same inside my sprite: And finally the same if I do the zoom in - refresh - zoom back trick: (these png captures are not as sharp as the actual display, the difference is much more noticeable on my display) Mainly, the steps I follow to create these sprites are (simplified version): import the svg at a resolution higher than what I want (to be able to scale up and down these sprites) texture = await PIXI.Texture.fromURL( url, { resourceOptions: { width: 200, }, }, ); create a first sprite at 200px: const markerSprite = new PIXI.Sprite(texture); const renderTexture = PIXI.RenderTexture.create({ width: markerSprite.width, height: markerSprite.height, }); render that sprite: renderer.render(markerSprite, renderTexture, true); create a sprite at the desired size (45px in the capture example): const displaySprite = new PIXI.sprite(renderTexture); displaySprite.scale.set(/* scale based on desired size */); Do you see anything wrong with what I'm doing here? My SVG's do not have backgrounds (I can't have one; as I need to change the different layers's tint), does it prevent ani-aliasing? Does the browser zoom / unzoom trick give any hint as to where the problem might be? Thanks for reading!
  7. Hi all, I'm currently working on a web project, where I need to display a vast amount of markers on a map. I am using a package called leaflet-pixi-overlay, which lets one add a PIXI overlay on top of a leaflet map. I am facing a couple of issues, which I believe to be really newbies problems. The first one is simply how does PIXI.Texture.fromURL handle bad url's? The specs say that " it does a better job of handling failed URLs more effectively". But if I give it a bad url, an await on the promise never returns. Is there an event I'm supposed to catch somewhere, do I need to define a timeout or something? Thanks!