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Found 3 results

  1. Hi! I'm new to this forum. I've searched a lot, but couldn't find a way to fix my issue. What I'm trying to do is to override destroy method of the Sprite class. Here's a code, that I use (TypeScript): const destroySprite = Sprite.prototype.destroy; console.log(PIXI.Sprite.prototype, PIXI.Sprite, Sprite.prototype, Sprite, PIXI); Sprite.prototype.destroy = function (options: any) { // doing some extra logic destroySprite.call(this, options); }; But when I debug the application - I see that I can only step into this overridden method from the derived objects (like Text, TilingSprite etc.). Pixi's version in the package.json is: "pixi.js": "^5.3.8", Also I use webpack 5 for modules bundling. I have some suspicion that it may be the source of problems. And there's a result console.log, that I've added to the code snippet above: I would be very thankful if someone could give me an advise on how that issue can be fixed. Thanks in advance.
  2. Hi all, I am new here and new with BJS so I might ask for something obvious. Though, I looked well in the resources, how-tos and was digging pretty deeply into BJS codebase and couldn't find any answer. Also, in case of lack of satisfying answers, I'll also post my own solution to my problem (a hack). I want to load a 3D texture of a brain (MRI) and display it on 3 orthogonal planes, then i can move my plane-set around, and even spin it to display oblique slices. On my GLSL code, i need to load my 3D texture as a sampler3D and lookup for some world coordinates to feed gl_FragColor with the colors (actually LUMINANCE) from the texture (Look at the screenshot). And it works, but with a hack, because I could not find how to build a raw 3D texture object because the `RawTexture` class, even though it inherits `Texture`, will only call `engine.createRawTexture()` and never `engine.createRawTexture3D()`. At first, I thought I would just create my texture 3D object calling directly `engine.createRawTexture3D()` but this doesn't create an instance of the prototype/class `Texture`, only an `InternalTexture`, so when the texture validation time comes, calling methods like `myTexture.isReady()` would fail because `isReady()` (as well as other methods) are part of the `Texture` prototype/class. What is missing here is the 3D counterpart of `RawTexture`, so I made it myself and called it `RawTexture3D`, that I declared somewhere in my code where I have access to the BABYLON module: /* (In ES6 syntax) Here, 'data' is an Uint8Array and the rest is the usual things */ class RawTexture3D extends BABYLON.Texture { constructor(data, width, height, depth, format, scene, generateMipMaps = true, invertY = false, samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE, type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) { super(null, scene, !generateMipMaps, invertY); this._texture = scene.getEngine().createRawTexture3D( data, width, height, depth, format, generateMipMaps, invertY, samplingMode ) this.is3D = true; } } This works well but it would be much better if it was part of the core, especially for maintenance. Say tomorrow `Texture.is3D` gets renamed into `Texture._is3D`, I would probably find out the hard way... If you have another solution to this hack, please share! We are not a lot having to work with 3D textures, so let's help each other! If you were looking for a hack, then this one is yours, and if you are one of the core dev of BabylonJS, then, could you add that to the core, pleeeeaaase? (or maybe i will do a PR at some point but I am not super familiar with TS) And also, thanks for this awesome lib! (I've started to use it yesterday so I don't even fully realize how awesome it is) Cheers.
  3. Im using phaser (1.0.6) for my game, but I suspect this to be so low level so Im putting it here. I have a spritesheet of three frames. The zebras looking to the left are unchanged and simply rendered, those looking to the right are flipped using scale.x = -1. What happens is pretty much what the topic say. The first row shows the behaviour of the system for textures with odd dimensions, the second one is for even sized textures. I render using pixi canvas renderer. Anyone can reproduce this, or knows a better workaround that simply creating all your pix with even dimensions?
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