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I've tried using this to optimise code that doesn't really require any of the fancy stuff you'd lose out on. If I use a ParticleContainer instead of a Container, I get the following


\node_modules\pixi.js\lib\particles\ParticleContainer.js:214 Uncaught TypeError: Cannot read property 'baseTexture' of undefined at ParticleContainer.renderWebGL (\node_modules\pixi.js\lib\particles\ParticleContainer.js:214:57)
at WebGLRenderer.render
at Object.exports.noisyRegions
at Array.queue.push (\js\Game.js:182:11)
at requestAnimationFrameHandler (js\Game.js:68:10)

There's one google search result that's moderately relevant, but doesn't profer any useful solutions. Anyone come across this before and know what, if anything, I've done wrong or, if nothing, what I can do to fix it?

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Thanks for that. The problem ended up having nothing to do with the graphics stuff but to do with the fact that I was calling renderer.render(stage) in the animation loop. Which was completely unnecessary and massively expensive for no benefit at all.

Stopping the animation and relying on events has increased performance extraordinarily.


Is there a Pixi developers discord do you know?

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