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barrard

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  1. Upscale? I would love to try and trow together a minimal demo, but I think I found some more clues that may help. I found that when i do render.generateTexture(Gfx) I can also add some scale and resolution params, so I got a much better render now with this.app.renderer.generateTexture( Gfx, PIXI.SCALE_MODES.LINEAR, 10 ) The shapes I'm drawing are coming from SVG properties. Our SVG editor can only do squares (currently), so to make circles we just add border radius. Do you know if the borderRadius of an SVG maps well to a Graph
  2. Thanks for the response Ivan. This helped a bit as you can see. Is there some kind of resolution option I can adjust? Or other trick, like maybe generate the Graphic as very large then reduce to normal size to get a crisper render?
  3. Hello all, thanks for taking time to read my post. I have an app where users draw shapes in an SVG editor to create objects. Then the shapes are rendered in Pixi to create an animation. We used to do the animation in SVG land but Pixi has better performance. The main issue I'm having right now is my rounded rect corners are not coming out smooth when I try to display in Pixi via the Graphics object, and we have also tried to rasterize the SVG to an image. This is the SVG editor where users create shapes and place them to create objects And this is what Pix
  4. Good idea Exca. Yeah my little square sprites would snap up to the top left corner. It's possible that gsap was freaking out from my path having duplicate path nodes. After fixing my code to ensure the path didn't have duplicate/consecutive nodes with identical values, this (0, 0) bug stopped happening
  5. Thanks for the feedback Exca, sorry for the delayed response. I found `gsap.to()` with the MotionPath plug did 99% of the heavy lifting for moving my sprites along the path. But I'm experiencing a strange bug when my sprites are arriving at the end of the path, they randomly get assigned a (0,0) position. I think it happens when the path they get includes two node that are identical, i.e. path = [{x:120, y:200},{x:120, y:200}]. Has anyone experienced this?
  6. I just found this codepen, and it looks very similar to what I'm doing. https://codepen.io/osublake/pen/WpVMoO This uses greenSock, TweenMax
  7. Exca, Thank you so much for your response. I attempted to manually move my sprites in the ticker function which worked initially. But some things have changed. //time = 0, 1, 2, 3 Previously, I would get data like `path = [[0,0], [10, 0], [20, 0], [30,0]]`//movement along a straight line is simple enough each index would represent 1 second of real time, and, so i would calculate the distance, divide by 60 fps, and update the position to animate between each new position We changed our pat
  8. Hey everyone, thanks for taking time to read, and for any help. I'm using PIXI to show a replay of a simulation that has already run, storing all the times/locations of my objects (squares). Basically, I have squares that i render as sprites, and i has known positions and times for the squares. I then use that data to visually show the simulation. Example. at Time = 0 I have a square at x= 0 and y = 0, My next data point is at Time = 1, and x = 10 y = 10. Currently I can just set the new position of the square, but it will jump to the new location, and I would
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