
Aaron McGuire
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ivan.popelyshev reacted to a post in a topic: iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit
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iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit
Aaron McGuire replied to Aaron McGuire's topic in Pixi.js
Also happens on this examples page: https://pixijs.io/examples/#/graphics/advanced.js -
iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit
Aaron McGuire replied to Aaron McGuire's topic in Pixi.js
@ivan.popelyshev I was able to isolate it: https://www.pixiplayground.com/#/edit/WAL9OjtbQMP6aKxkk~4fw I found that if the radius is above 76 on ios13 it triggers the error above. -
iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit
Aaron McGuire replied to Aaron McGuire's topic in Pixi.js
"pixi.js": "5.1.2", "@pixi/filter-adjustment": "^3.0.3", "@pixi/filter-advanced-bloom": "3.0.3", "@pixi/filter-glow": "3.0.3", -
Hello is anyone else experiencing this error on iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit Here's the full message: [Warning] Turning drawing buffer preservation for the WebGL canvas being captured (0.0.js, line 6472) [Error] WebGL: INVALID_VALUE: uniform1iv: invalid texture unit uniform1iv anonymous (Anonymous Script 1 (line 7)) syncUniforms (0.0.js:9832) syncUniformGroup (0.0.js:9818) anonymous (Anonymous Script 2 (line 22)) syncUniforms (0.0.js:9832) syncUniformGroup (0.0.js:9818) bind (0.0.js:9791) _render (5.5.js:5905) render (0.0.js:14434) render (0.0.js:14439) render (0.0.js:14439) render (0.0.js:14439) renderAdvanced (0.0.js:14492) render (0.0.js:14430) render (0.0.js:14439) render (0.0.js:11619) render (5.5.js:748) emit (0.0.js:17454) update (0.0.js:17993) (anonymous function) (0.0.js:17692)
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Is it possible to use a "stroke" as a mask?
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Change the style of line that is already drawn?
Aaron McGuire replied to Eugenius's topic in Pixi.js
For this looking for an example of linestyle being updated in pixi 5, here yea go... https://www.pixiplayground.com/#/edit/JwIW3ToNCG1AYloElAoRm -
ivan.popelyshev reacted to a post in a topic: Animate sprite on a graphics path with Pixi 5
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Animate sprite on a graphics path with Pixi 5
Aaron McGuire replied to Aaron McGuire's topic in Pixi.js
Figured it out. Be interested if there's a better way of doing this... https://www.pixiplayground.com/#/edit/Na_YWwcSQ29BdmW6wsqL8 -
Animate sprite on a graphics path with Pixi 5
Aaron McGuire replied to Aaron McGuire's topic in Pixi.js
Thanks Ivan! Really appreciate your help ? I put together an example https://www.pixiplayground.com/#/edit/pPTWD0iyuzrFQ4xUTYtY_ I'm trying to make "circleNob" animate along the top of the path at same time but I can only get it to work after the path has been created. I'm not sure where "geometry.invalidate" would fit in here. -
Hi, I'm trying to duplicate this in Pixi but the points don't seem to work the same way in Pixi 5. Anyone have success with doing something like this, or have tips? Seems that you can get point information from a lot of places in a "new PIXI.Graphics()" object e.g. ... graphic.geometry.graphicsData.shape.points graphic.geometry.graphicsData.points graphic.geometry.points; What's the point of all of this?? (Dad joke)