Philippe Posted August 22, 2017 Share Posted August 22, 2017 Hi, I try to use Multitexture, but I get this log in IOS (Iphone 6) [Warning] setTexturePriority: Image "sAdivinhaAi" was given textureIndex=0 because there is no available texture space (0). (phaser-no-physics.min.js, line 3); [Warning] setTexturePriority: Image "sKeyboard" was given textureIndex=0 because there is no available texture space (-2048). (phaser-no-physics.min.js, line 3); And some textures get framed, taken from another BitmapFont Thansk, preload() { game.load.atlasJSONHash('sAdivinhaAi','sAdivinhaAi.png', 'sAdivinhaAi.json'); game.load.atlasJSONHash('sKeyboard', 'keyboard.png', 'keyboard.json'); // Fontss game.load.bitmapFont('Open', 'fonts/Open.png', 'fonts/Open.fnt'); } create() { var enabled = game.renderer.setTexturePriority(['sAdivinhaAi', 'sKeyboard']); if (enabled) { this.game.cache.getBitmapFont('Open').base.textureIndex = enabled.length + 1; } } Link to comment Share on other sites More sharing options...
samme Posted August 22, 2017 Share Posted August 22, 2017 Try render() { game.debug.renderer(20, 20); } Link to comment Share on other sites More sharing options...
Philippe Posted August 24, 2017 Author Share Posted August 24, 2017 Thanks, I will try. I solve the problem:: And some textures get framed, taken from another BitmapFont Adding de texture in the same Atlas Link to comment Share on other sites More sharing options...
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