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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. Many of my games I implant logic to only render when dirty. My UI code sets a dirty flag when ever anything changes rather than every possible frame. Most of my games are card games for mobile and there no constant animation, only when moving a card. I have done this with the goal to keep the device cool and not burn the battery. Players can be on for long periods of time. Is this solution overkill or does pixijs or phaser already optimize non changing frames?
  3. Hi, I am trying to take a snapshot of the main container ( stage) of my application ,which I render on every frame ( customRenderer.render(stage)), and paste that snapshot on the topmost child container of the stage. The code looks like, const snapshot = this._customRenderer.generateTexture(this._stage) const sprite = new Sprite(snapshot ) this._stage.getChildByName("snapshotHolder").addChild(sprite) It takes snapshot alright, but if the stage is scaled down , the sprite even though of actual size of the stage ( lets say 1000x1000), the area covered of it by the snapshot i
  4. Hey guys, I'm brand new to PixiJS and have an issue that i can't seem to figure out. I'm working on a real time multiplayer game where there is a larger map ~3200 x 3200 and players are free to roam. However I want each players "camera" to only show a certain number of pixels so that someone with a large screen wont have an advantage over someone with a small screen. All the game simulation is handled on the server side. I know how to setup an on resize handler I'm just struggling with which values to update. I was able to fudge this with plain javascript like so: (I only every want to show 64
  5. Hey, I want to ask if there's a way to create render textures of displayObjects which aren't rendered/shown on screen? For example, let's say I have a container which has the sprites of normal maps, I want to create a render texture of this container which I could then maybe use in a shader. Now, I obviously wouldn't want this container to be visible at all, if I make it invisible, the renderTexture is going to be empty as well. So, the use case is that I have a container which is just used to create textures that could be used in a shader, and I dont want this container to be visi
  6. I am creating a game, where a lot of tiles need to be rendered. My goal is to render with this method at least 500k tiles. Since the tiles won't be redrawn every time but moved, this method should work out. I am using the pixi-tilemap library to create a fast & simple renderer to render a dynamic tilemap. The renderer approves itself to work, but .position.set seems to pull the tilemap from the interface away. I know, the function .position.set does not contain the same parameters as the one of the demo, however this function also does not work with the parameters of the demo. So
  7. Hi, i want to do something like this in phaser : I've been learning webGL because i think it must be done with webGL, but if someone can tell me how i can do this effect in phaser3 it can be cool ^^.
  8. Hi all, currently I'm read master RICH's tutorial for improve performance by batch texture. when I use the firefox dev tools canvas capture in the article https://phaser.io/tutorials/advanced-rendering-tutorial/part5 it works when I use canvas renderer, but when I change to webgl, it can not capture the analysis. FF shows error and break the app. TypeError: methodSignatureEnums is not a function-----------------call-watcher.js:168:34 I tried many version of FF and phaser. none of them can work. is there anyone tried this before and works. please give m
  9. Not sure if here's the best place for this but since it is not a bug etc I avoided opening an issue on github I stumbled upon some odd rotation code in phaser while reading https://phaser.io/tutorials/advanced-rendering-tutorial/part7 From src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js and src/pixi/display/Sprite.js // Rotate matrix by 90 degrees // We use precalculated values for sine and cosine of rad(90) a = a0 * 6.123233995736766e-17 + -c0; b = b0 * 6.123233995736766e-17 + -d0; c = a0 + c0 * 6.123233995736766e-17; d = b0 + d0 * 6.123233995736766e-17; Ok. Some rotationc
  10. Morning! Just working on a bit of a debug console for my game, was just wondering if it was at all possible to switch the renderers at runtime? Have tried a couple of methods, but it just halts the code from executing I think (no error), but guessing it would be a nogo?
  11. Hi guys, I tested my game on ipad4, and sometimes a few sprites can not be displayed(most of the time is the bg image), but the rest are rendered normally, since it does not happen every time, and it only happen on ipad4, moreover, it does not pop out any error, it's really hard to find the cause, does anyone know what could be the possible cause to this sort of partially render problem?
  12. Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile b
  13. Hello there! I have created a game with this amazing engine and Tiled app. I've added a scrolling background image layer to the map in Tiled, but when i modify the renderer to me.video.WEBGL or me.video.AUTO in the me.video.init function in the js file, the background imagelayer doesn't show up to me. If I use the canvas renderer than it's working fine. I've tested this three different application with the latest melonjs and boilerplate. Is it a known issue? It would be great if someone could give answer for me. Thanks!
  14. Hi. Im fairly new on Pixi and im trying to do something with multiple renderers. I know i could add multiple canvas instead, however i need a dedicated webgl renderer to manipulate the transform and try to do some trapezoid forms. I also need both renderers to works on the same canvas to avoid creating multiple layers on the document.body. My approach was: 1. Have a main renderer and a main stage. 2. Have a sideRenderer that will be affected by different transforms (using gl.uniformMatrix4fv to change the shape of the whole renderer and achieve different shapes) and a sideStage tha
  15. Hi there, for some low performance devices, phaser's webgl renderer doesn't work, but when I try pixi V3, it goes well, so I am wondering is there any chance to use PIXI V3 renderer in Phaser?
  16. Hi all, I'm using Spine and for that matter I'm using spine-runtime, their own JS library (phaser plugins were clearly not as complete / up-to-date). To use this lib I had to create a custom object (a SpineObject), and to implement its _renderCanvas and _renderWebgl methods. For the canvas, I managed to properly render the animation. Works like a charm. For WebGL, however, I'm struggling a lot. I don't know WebGL, which doesn't help. What happens is that I can't manage to make both renderers (Phaser and Spine) coexist. I can display my SpineObject OR the Phaser scene. Do y
  17. https://github.com/pixijs/pixi.js/issues/2958 Warning! Your TAB in browser will freeze.
  18. We're coming to a point soon where most recent browsers on mobile support WebGL and am thinking about axing the canvas renderer to further minimize phaser build size. I don't see a way to exclude the canvas renderer in a custom build... I realize it's part of pixi and maybe that's why it can't be separated out, but just wanted to know for sure if it was not possible. Thanks
  19. Hello all, I was wondering, is there a way to change the used renderer at some point after the game has been created.
  20. Hello, after using csg there are two edge lines that shouldn't be there I think. http://www.babylonjs-playground.com/#1MH4BF Can this be corrected somehow? Thanks!
  21. Hello, I have found the following bug: When you use "convertToFlatShadedMesh()" and then enable EdgesRenderer it will render the triangles instead of the edges. This even happens with a simple cube also. Playground: http://www.babylonjs-playground.com/#1WVZLV
  22. Hello everyone ! I need to know if there is a way in Pixi to add width to the renderer view without scaling the content. I already tried using renderer.autoResize = false with no success. For example : // First I set the height of the view var h = window.innerHeight-100; renderer.view.style.height = h + "px"; // Then, I set the width with the good factor to keep everything in a good shape renderer.view.style.width = (h*2.666) + "px"; // I would like to be able to add width after without affecting the shape of the sprites renderer.view.style.width+=[missingWidthToFillTheSc
  23. Hi i just started with phaser and thought it would be cool to mix in some 3d overlays for certain elements. Is it possible to render uv mapped meshes using phaser? I tried to pass the gl context (game.renderer.gl) to a function that does some raw webgl operations, but it bails out with the message: "INVALID_OPERATION: uniform2f: location not for current program", which seems pixi related? (https://github.com/pixijs/pixi.js/issues/181) Thanks! Karl
  24. Hi everybody, hope you will forgive and understand my bad english (from france here) I'm a very occasional coder. Most of the time I don't know what I'm doing but never stop until it works I am currently working on a project for a digital comics I am drawing. As the main purpose is to be able to set graphic scenes, panels, pages and so on, in a visual environnement, I choose to construct my digital comic in flash pro CC which is a very simple tool for building 2D scenes with animations and sound. Then, I use the flwebgl javascript tool made by Adobe for exporting flash scenes into we
  25. I need to do an update on a container of sprites, so I use container.removeChildren() to clean it out first. Then I just add in the new sprites using container.addChild(). The container is inside another container. Sometimes when I render after doing this I get the following error... DisplayObject.prototype.updateTransform = function() { // create some matrix refs for easy access var pt = this.parent.worldTransform; //Uncaught TypeError: Cannot read property 'worldTransform' of null var wt = this.worldTransform;Uncaught TypeError: Cann
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