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autoDetectRenderer doesn't work on ios8


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I have the following very simple demo which moves 100 sprites across the screen at different rate. If I set the rendering type to autoDetectRenderer, nothing will appear on the iPhone. But desktop works fine. I added an alert to the pixi autodetect function and it seems to think iOS does have webGL, which is true, since the iOS8 update safari supports it. But still nothing loads, only the canvas renderer will work. Any Ideas?

var renderer = new PIXI.CanvasRenderer(568, 320);$('#game').append(renderer.view);var stage = new PIXI.Stage;var planets = [];var container = new PIXI.SpriteBatch();stage.addChild(container);for(var i = 0; i < 100; i++) { 	var planet = new PIXI.Sprite.fromImage("earth.png"); 		planet.speed = i;		planets.push(planet);	container.addChild(planet); }animate();function animate(){	requestAnimationFrame( animate );	for(var i = 0; i < planets.length; i++){		var planet = planets[i];				planet.position.x += planet.speed;			}	renderer.render(stage);}
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Hey! Thanks for the reply, I just updated my file incase it was outdated with the code from the following source: https://github.com/GoodBoyDigital/pixi.js/blob/dev/bin/pixi.dev.js


I believe this is to what you were referring. The issue is still persisting however. :(




Sorry the copy I just got from the dev branch actually had separate errors, the original issue may have been fixed, ill have to try for a stable copy later.

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ok, I did some testing, the canvas now renders on mobile (iOS8 im testing) when I include the 'main.css' file from the bunny stress test. Not sure what in this yet, will have a look into it later.


You sure that's not just the alpha issue? I.e. if you set your page background to black it appears - if you don't, it's "invisible"?

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