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  1. Hi, I am making a Lighting filter for PIXIJS 4 in RPGmaker MV but I've encountered some strange behavior regarding Render Textures. for some strange reason, rendering the scene to a render textures causes the position of the lights to mirror on the Y axis and I have no idea why. here are some photo's of what i mean. Below is a Screenshot of the scene in real time. and this is the resulting render Texture. As you can see, the blue light close to thew center barely moved, while the yellow one moved from the bottom of the screen to the top. neither lights changed in X-axis va
  2. Hello Everyone, I'm primarly a .Net Developer(c# backend), and not so long ago i started a new project. I choise as rendering engine technology pixijs v6.0 (latest version) I'm quite new to pixijs and typescript and stubled upon a stange error. This error is that a sprite/texture not gets loaded/displayed to the screen.. Why this occuers i have no clue... If i create a simple unstructed project i can load textures fine,but in my structerd program nothing gets displated.. If i add a text object for example i have no issues... nor with drawing rectangles. I Really really
  3. Hi everyone I have a texture which I use it in Graphics.lineTextureStyle : the whole code goes like this : const app = new PIXI.Application({ antialias: true , width:1000 , height:1000 , backgroundColor: 0xFFFFFF }); document.body.appendChild(app.view); const texture = PIXI.Texture.from('./a.png'); // the size of image file : 900*900 const g = new PIXI.Graphics(); g.lineTextureStyle({width:40 , texture:texture , alignment:0}); g.beginFill(0); g.drawRect(0,0 , 900,900); // the size of rectangle : 900*900 g.endFill(); app.stage.addChild(g); the result :
  4. We are very excited to announce the release of support for Basis Texture Compression in the PlayCanvas Editor! βœ… Low VRAM utilization βœ… Tiny file sizes βœ… Fast download times βœ… Fast encode/decode times Read more at: https://blog.playcanvas.com/basis-texture-compression-arrives-in-playcanvas/ Don’t forget to give us a like on the tweet too! πŸ‘
  5. TR-i

    BeginTextureFill

    Since graphic sprites have no anchors, the only way to position a texture used with BeginTextureFill is the defaultAnchor of the texture. However, changing the defaultAnchor seems to have no effect. I've tried every combination of anchoring and positioning and this is the consistent result (below). Both texture and sprite are the same dimensions (400 x 400).
  6. For my Pixi Project, i need to display 4 short numbers: 15, 30, 45 and 60 over 200 times on my stage. Also, on window resize - the text will get resized not based on linear window dimensions. Because of this, i think it is a good strategy to create textures for those 4 numbers and use them when i create the sprites. var minute = new PIXI.Sprite(minute_30_texture); My Problem: i am not able to create Sprites from PIXI.Text("30").texture; var texture = new PIXI.Text("30").texture; var sprite = new PIXI.Sprite(texture); the rendered sprite will not show
  7. Hey guys, I am glad to be a part of Game Dev community! I got some problems with finding a way to create bezier curve and align texture along it. Here is my code example https://www.pixiplayground.com/#/edit/95tGP9bRdtlv6Uvm0RaHx I need to create a cable and convert it so that the texture aligns with a curve Example code shows that path is just tiled, not aligned. How to get result like SimpleRope, but smooth like bezier curve?
  8. The most prominent method for loading textures seems to be the .fromImage functions, which use URLs. What if I have a raw image source, but no URL (like an image generated inside the app). How would I go about making a texture out of that?
  9. I have a set of image textures produced from by loading an SVG dataURL with PIXI.loader. I need a fairly performant way to change the underlying data of these textures. The name of the texture has to remain the same. Any ideas?
  10. No matter what I try or how I implement things, I keep getting some jittery scroll movement. I was using the <canvas> tag before this, without PixiJS and it was a lot of jittery movement. Just one drawImage call per rAF-call would take far more than 16,6 ms. I used the <canvas> for drawing frames. But I also used the transform CSS property for instance. With and without CSS transitions. But currently I'm using PixiJS with a RenderTexture and the scrolling still seems somewhat jittery to me, though maybe less jittery. I'm not drawing vector graphics. I'm drawing
  11. How can I add a Texture to the following sample https://www.babylonjs-playground.com/#4GBWI5 I tried the following code: mat = new BABYLON.StandardMaterial("", scene); mat.diffuseTexture = new BABYLON.Texture("textures/texture.jpg", scene); // mat.diffuseColor = new BABYLON.Color3(1, 1, 1); //mat.diffuseTexture.hasAlpha = true; build.material = mat; I get the following error: .WebGL-0x7f8fa201c400]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
  12. Hey guys! I've got one main question, with a few follow ups.. here goes I was wondering if there was a way draw an image onto the PIXI.Graphics (object thingy)? I'm aware I can add sprites to the stage and other containers. But I'm currently drawing polygons, and images (with a dynamic render order), So this seems like a good way to do that. Is there a way of doing this, similar to the plain/vanilla canvas way: var canvas = Dom.get('canvas');var context = canvas.getContext('2d');context.drawImage(source, x, y, w, h, ...); I've tried: var context = pixiRenderer.context;.. but this only
  13. Hello In Phaser 3.15 I am creating a texture using this.textures.generate passing an array of string arrays based on heights I generated with Perlin noise like this: create() { this.textures.generate("map", { data: textureMap, pixelWidth: 5, pixelHeight: 5, palette: palette }); this.add.image(0, 0, "map").setOrigin(0); } Result can be viewed in attachment. How can I regenerate this texture in update() function based on another textureMap data? I understand that it can be inefficient to do it each frame, but I just want to know how to do it. If I try directly to gene
  14. Something where I'm not (yet? πŸ™ƒ) comfortable in programming logic is these callbacks things. So I see in the texture constructor that the onLoad function sent us a callback... how can I use this thing to manipulate the texture object just after its creation? I've started a playground here: http://www.babylonjs-playground.com/#K8AGLY > how can I access to the texture to sets its name, for example, or even better, to apply it on the material only when the onload is called? Thanks!
  15. Hi, I'm trying to load 4 images, and then generate array of random sprites, but i get In chrome console: Debug: GET http://localhost:8081/dist/symbol_2 404 (Not Found) BaseTexture.js:795 BaseTexture added to the cache with an id [symbol_1] that already had an entry addToCache @ BaseTexture.js:795 fromLoader @ Texture.js:478 textureParser @ textureParser.js:9 (anonymous) @ Loader.js:614 (anonymous) @ async.js:35 Texture.js:508 Texture added to the cache with an id [symbol_1] that already had an entry addToCache @ Texture.js:508 fromLoader @ Texture.js:479 textureParser @ texturePa
  16. Hi, I’m new in Babylon.js, and trying to use it to create geometry that has animated vertices and an animated procedural texture. I’m animating the vertices in the vertex shader. For the procedural texture, I tried to follow the instructions: https://doc.babylonjs.com/how_to/how_to_use_procedural_textures as well as checked the playground example. https://www.babylonjs-playground.com/#24C4KC#17 the problem with the example is that i can’t really find a complete implementation with the shader/config.json files. And i have a couple of basic questions as well. When cr
  17. I'm loading textures via AssetsManager and saving references to them before the scene is rendered. When creating a CubeTexture I'd like to pass it references to the already loaded textures (via the constructor or any other way), instead of urls of the textures, If I pass to CubeTexture urls of the textures then they are being loaded all over again before being displayed, which I'd like to avoid. For instance instead of this constructor: constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean, files?: string[]); It'd be nice to have something l
  18. Hi, I want to achieve a repeated texture effect something like this: In plain OpenGL you can set the texture wrap to GL_REPEAT and multiply the UV's by a factor and your are done. In Pixi i've tried PIXI.extras.TilingSprite (with hundreds of objects) but this seems to be very slow on my MacBook. So i thought it would be possible by simply changing the UVs and set the texture wrap mode to repeat but this does not work: let resources = PIXI.loader.resources; let tex = resources[item.texture].texture; tex.wrapMode = PIXI.WRAP_MODES.REPEAT; //texture s
  19. Is there any way to render the tilemap layers and get the image? I just want to do a static minimap (it will not display changes in the world). Initially, I tried to do this with a camera that looks at the game world with the ignoring of unnecessary objects. It turned out, but so-so, you need to carefully select the scale that would not be render artifacts. At the moment, the mini-map is in another scene and accordingly it does not have access to the render of another scene, i.e. option with the camera does not work. So I tried using the built-in renderer and its screenshot func
  20. Hello everybody, At first,many thanks for all BJS devs and team behind this great framework! Q: How can be "irregular" ribbon textured,that texture is not stretched? (per example- simple leaf shape made of Quadratic bezier curves;texture is squashed on its tips..) Tried to find answer on my own; but had no luck till now, it could be cause of me and my capabilities; so,if one exist please do redirect me and I do apologize for asking it again.. Thanks in advance!
  21. Hello ! As I'm currently playing with some unsigned integer textures, I would love to see BabylonJS support them. I'll do a PR as soon as possible, adding some (all ?) constants about internal formats (for instance Engine.TEXTUREFORMAT_RGBA_INTEGER) and texture types (for instance Engine.TEXTURETYPE_UNSIGNED_SHORT), and updating the function to retrieve the internal sized format in order to be able to return new values as gl.RGBA16UI. Does it seem ok for you ? Moreover, we're still using Engine.TEXTURETYPE_UNSIGNED_INT to refer to both gl.UNSIGNED_INT (only available for depth
  22. Hi, have weird issue on android webview (Note 8, Android 7.1.1) Have meshes, that are clones of 1 mesh, with different materials (PBRMetallicRoughnessMaterial). These meshes have 2 states enabled and disabled, and each state have different baseTexture. Also these meshes are set visible and hidden using isVisible. When state changes to enabled, texture is changed on material and isVisible is set to true, all works well except in android webview, where such error is thrown and mesh is transparent. If mesh visibility is not changed (all are visible all the time)
  23. Hi, I have static objects and static lights inside my scene sou it would make sense to bake them to save resources,, anyone have done it? is there some workflow to generate them from scene (in 3d max or other tool). Thanks
  24. Hi! I'm hoping that someone else has tried this already. I want to reshape the texture in a projecting spotlight. I tried adjust the uScale and vScale on it and they did not work for me. I tried the same texture on a surface and obviously got the result I was looking for. I'm looking for an effect where I can reshape the spotlight into other shape than circle really. I think I figured out why it is shaped like a circle because of the math involved. My idea was actually to produce a video projector scene very much like this PG here (Hit Run after loading for first time, otherwise video won
  25. Hey all, I am trying to use a dds file as a cube texture. it works fine if i link to it in the usual way, but i am trying to instead load a file into my html5 page of which would then be turned into a cube texture as so - new BABYLON.CubeTexture(reader.result, scene); i have got this working with a normal texture as so - new BABYLON.Texture(reader.result, scene); so im wondering, is it the base64 encoding that is messing up the dds file? if so does anyone know a better way of doing this? the dds file im using is from the playground textures
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