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  1. Hey, I have another question which might be easily answered by somebody who is very familiar with the pixi sources. I'm in the progress of writing some custom classes to render a particle system. The particel rendering is all fine and working. I made some pretty good progress so far. I have a small customized PIXI.Container with a PIXI.ObjectRenderer and custom shader (it's like a sprite is rendered through the SpriteRenderer). As I said, this really works rock solid at the moment, I have learned a lot from the existing Particle/Sprite Renderer and I'm really impressed how many great examples
  2. This is my setup: var win_width = window.innerWidth;var win_height = window.innerHeight;var stage = new PIXI.Stage(0xFFFFFF);var renderer = new PIXI.WebGLRenderer( win_width, win_height, { transparent: true});document.body.insertBefore( renderer.view, document.body.firstChild );var game = requestAnimationFrame( updateGame );var rect = new PIXI.Graphics();rect.beginFill(0x336699);rect.drawRect(0, 0, 400, 400);stage.addChild( rect );function updateGame() { // My simple game logic renderer.render( stage ); game = requestAnimationFrame( updateGame );}And when I open in a browser I got this
  3. I am using a PIXI.WebGLRenderer and calling its render method on my stage which renders everything that is a child of the stage. Does this method loose efficiency if the stage has children that are off screen? Should I be removing objects that have gone off the screen so the renderer doesnt try to draw them or is the renderer smart enough not to draw that object? I am making a game with a tiled map and I want to know if I should be removing the tiles from the stage when they have scrolled off screen and then add them back when we go back to that part of the map or does it not matter? tha
  4. In the game creation it is possible, by the 7th parameter, to choose to use antialiasing or not, but is there a way to control the level of it? In my game, disabling it ensures 60fps at all times, but having it on puts me down to about 40fps. It definitely looks a lot nicer, but it also seem to be very expensive, on my system at least. Considering the major difference from on/off I suspect antialiasing is at more than 2x, but I am unable to confirm this. What I am looking for is somewhere in between, where it still looks alright and the performance difference is not as major as now. Where
  5. I am in the process of bolting PixiJS onto an existing JS game engine. Currently the engine uses object pooling comprehensively for all components and game entities, and I was planning on having the engine's Sprite component contain a PIXI.js sprite that is used during rendering. My main question is this: What is the proper way to go about "re-initializing" A PixiJS sprite if I were to pool them? Are theres some general pooling strategies that I should use (e.g, only re-use Sprite objects if the Texture is going to be the same, make sure to reset some underlying cached state... etc). I
  6. Hello pixi developers, I am learning about html5 games development. I choose pixi, because it is lightweight and fast. My first app is simple. One sprite with three callbacks - "click", "mouseover" and "mouseout". //create an new instance of a pixi stage.var interactive = true;var stage = new PIXI.Stage(0x66FF99, interactive);// create a renderer instance.var renderer = PIXI.autoDetectRenderer(800, 500);// add the renderer view element to the DOMdocument.body.appendChild(renderer.view);// create interactive spritevar spriteT = PIXI.Texture.fromImage("iapple2.png");var sprite = new PIXI.Spri
  7. Hi, I did my first tests with Pixi,js and CocoonJS. Basically, it seems to work. However, I have got the following issue. Example Code: <html> <head> <title></title> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0"> <style type="text/css">body { margin: 0px; }</style> <!-- Android fix --> </head> <body> <script src="js/pixi.js"></script> <script type="text/javascript"> window.onload = function() {
  8. When rendering is done through a CanvasRenderer, the framerate is cut by half when Pixi.js tries to draw really large textures (such as tilemap drawn using a RenderTexture). Such textures should be cropped by the CanvasRenderer in order to prevent drawImage() burning all CPU cycles. My last game has more than 10,000 display objects drawn each frame. Pixi.js is not able to render such amount of sprites without serious performance issues. I think an object culling pass should be added to skip off-screen sprites rendering. I don't have the time to fix those issues and send a PR so if the main
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