spencerTL Posted September 10, 2014 Share Posted September 10, 2014 Finally downloaded iOS8 today as there's only a short time to go before it is live and I've been looking forward to webGL on it. I'm getting some very strange results. All of my stuff uses AUTO on Phaser creation so uses webGL where available. They are all displaying like there is a color missing . SO for instance everything that is green is yellow and it is all much more faded than it should be. I've looked at Phaser's on line examples on those that also use AUTO display this problem as well. For example Breakout and Tanks are all faded but the TIght Patformer example is not, but that is created using CANVAS. I've attached a screen grab in case it is device dependent. I'm testing on an iPad 2 with the iOS8 downloadable today (Gold Master?) EDIT It isn't PIXI as the bunnymark works fine on the same device. I hope this is an Apple glitch and they put it right quickly. Link to comment Share on other sites More sharing options...
lewster32 Posted September 10, 2014 Share Posted September 10, 2014 Looks like it's applying screen or add blend mode to the whole canvas... Link to comment Share on other sites More sharing options...
spencerTL Posted September 10, 2014 Author Share Posted September 10, 2014 On one of my games I use quite a pure blue and it displays as a pale green. There is also some pure yellow on the loading bar and this is not displayed at all so I presume yellow, at least, is omitted. Strangely on a game I have done in Phaser pre v2 there is no problem. All of my others though are done on version 2 + and they all have the issue. Link to comment Share on other sites More sharing options...
spencerTL Posted September 11, 2014 Author Share Posted September 11, 2014 I wondered if this might be just restricted to Safari, but having wrapped a game in Phonegap, it also occurs in the web view. If anyone else has iOS8, I'd be grateful if they could check the Tanks or Breakout examples in the online Phaser Example page just to rule out it being restricted purely to my iPad.EDIT: actually it can' t be just my device as it does the same in the Xcode emulator. This is worrying as it means that next week everything I have on line will cease to display properly on iPads as they start to utilise webGL after updating. Having the problem at such a late stage and across Xcode and device also makes me think it is not something that will be addressed from Apple's end. Hmmm what to do... Link to comment Share on other sites More sharing options...
rich Posted September 11, 2014 Share Posted September 11, 2014 Set your page background colour to black, not white, and see what happens. Positive Pixi does the same, but the bunny mark has a black background, so you don't notice it. Link to comment Share on other sites More sharing options...
rich Posted September 11, 2014 Share Posted September 11, 2014 Also it's not an Apple glitch - IE11 used to do this in Pixi as well when it first supported WebGL. It may even still do so (not actually sure!) JUL 1 Link to comment Share on other sites More sharing options...
spencerTL Posted September 11, 2014 Author Share Posted September 11, 2014 That's fixed it! I needed the page background to be blue but setting the game div background to black did the trick. The IE11 thing was my line of enquiry, i noticed the check in the source and wondered if the 'washed out' in the comments was what I was getting. I was getting worried I'd have to rebuild everything I'd uploaded but now I just need to change a line or two in each index.html - much easier. If I hadn't been sloppy enough to use inline styles could have sorted it with just a css change. Thanks for the solution. It might be worth putting in the templates a comment that the canvas is safest over a black background so that people are less likely to encounter this in case of another webGL implementation with the same effect. Link to comment Share on other sites More sharing options...
rich Posted September 11, 2014 Share Posted September 11, 2014 I think it needs fixing on the Pixi level personally, but in the meantime this will resolve it, yes. Link to comment Share on other sites More sharing options...
spencerTL Posted September 11, 2014 Author Share Posted September 11, 2014 The easiest fix for this, I've found, is to set the canvas background to black. Setting the containing div leaves black borders due to the way Phaser keeps the canvas centered. I didn't think this would work but it seems to have no problems on iOS8 or other OS and browsers. drewish 1 Link to comment Share on other sites More sharing options...
drewish Posted September 26, 2014 Share Posted September 26, 2014 Wow, I was trying everything to get the WebGL version working on iOS 8. I would never have figured this out on my own. Seeing something may or may not be related. On iOS 8 when I use AUTO sounds might play once or twice then stop. If I switch back to CANVAS the sounds play fine. I'll do some more testing and try to come up with a stripped down test case. Link to comment Share on other sites More sharing options...
neurofuzzy Posted October 17, 2014 Share Posted October 17, 2014 Has anyone tried a game that uses tilemaps? I am seeing very slow performance on iOS8 (both Phaser and Pixi) Link to comment Share on other sites More sharing options...
Sam Posted October 30, 2014 Share Posted October 30, 2014 Has anyone tried a game that uses tilemaps? I am seeing very slow performance on iOS8 (both Phaser and Pixi) same here using cocoonJS in iOS8. Link to comment Share on other sites More sharing options...
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