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Found 4 results

  1. Hello! I upgraded my engine to use PIXI v6 instead of v4 and noticed a significant increase in the drawing time (especially pronounced in iPad 6th Gen). Left is V6 and Right is V4, in the same scene. I originally thought it was a problem with the getLocalBounds call in spines that I had in the render loop and managed to improve the scripting time by about 10% but I then noticed that the rendering and painting had increased dramatically... the same game that runs at 30-40fps with V4 runs at 15-25fps with V6 in an iPad. Weirdly though, the draw calls in V4 were about 170 and in v6 dropped to about 60 (checked with spector.js chrome extension) which would indicate to me that the fps would be better but they are not, sadly. Setting 'transparent' to true or false when creating the PIXI.Renderer does nothing 😕 Is this a known thing? I searched for days and could not find anything about this EDIT: I can send the Spector.js reports for V4 and V6 if it helps but they are too big to be embedded here!
  2. Hi, i need help to convert a shadertoy filter (https://www.shadertoy.com/view/7tsfWS) to newest pixijs version filter. Somehow my canvas stays black and i dont know what i do wrong. I prepared sth on pixiplayground: https://www.pixiplayground.com/#/edit/av3kcgJuH2ISiPpSmz4uI Thx already in advance for the help ?
  3. Hi community, I'm trying to add an additional filter to a sprite in Pixi v4 but somehow this only works when I add the filters at the same time like so: mysprite.filters = [new PIXI.filters.BlurFilter(), new PIXI.filters.NoiseFilter()]; My goal is to dynamically add and remove filters on the sprites at a later time. I have tried this (see below), but when I examine the "mysprite.filters" property, the debugger still tells me that there is only one filter on the sprite: mysprite.filters = [new PIXI.filters.BlurFilter()]; ... mysprite.filters.push(new PIXI.filters.NoiseFilter()); What is the correct way to add additional filters to a sprite? Thanks in advance. :)
  4. Hi I am new to PIXI. I want to make my player sprite follow my mouse on the screen. How can I achieve that? I am using PIXI v4. I have read the docs and I have found PIXI.interactions.InterationManager which takes a renderer as its parameter. Something like this: I have also found some codes that just listen to the `mousemove` event on the stage or on the sprite. Which one is the correct way to do in PIXI v4? I assume this is a very simple task because I can do it easily with pure javascript. But I just can't get it to work in PIXI. I wish I could find the solution on the books or the examples but all they mention are just dragging the sprites which is not what I want. I also want to know if I should put the event listening out of my animation function or inside it because it seems it can get the mouse position outside of my animation function.
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