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Hello! I upgraded my engine to use PIXI v6 instead of v4 and noticed a significant increase in the drawing time (especially pronounced in iPad 6th Gen). Left is V6 and Right is V4, in the same scene. I originally thought it was a problem with the getLocalBounds call in spines that I had in the render loop and managed to improve the scripting time by about 10% but I then noticed that the rendering and painting had increased dramatically... the same game that runs at 30-40fps with V4 runs at 15-25fps with V6 in an iPad. Weirdly though, the draw calls in V4 were about 170 and in v6 dropped to about 60 (checked with spector.js chrome extension) which would indicate to me that the fps would be better but they are not, sadly. Setting 'transparent' to true or false when creating the PIXI.Renderer does nothing 😕 Is this a known thing? I searched for days and could not find anything about this EDIT: I can send the Spector.js reports for V4 and V6 if it helps but they are too big to be embedded here!
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Hi everyone. I need to chroma key the video stream on the background. The problem I met is that elements with blurred borders above the video probably change(multiply) the color for the gpu and filter does not remove covered parts of green background. original part filter applied To fix that I did try to create one more PIXI application, make chroma key of video there and than create the sprite from second canvas in the initial one. The idea was that second pixi app will have its own webgl context and gpu will render it separately. But the effect is totally the same so focus not successful. Maybe you have some thoughts how to do it. Possible solution is to have 3 pixi application. First with background content, 2nd with filtered video and top one with ui. But I want to find a way still make it one pixi app. Thank you in advance for any response.
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How can compressed textures, e.g. DDS images, be used with Pixi.js version 6 or 7? With Pixi.js version 4 and 5 I used the compressed-textures plugin and could use DDS files in my project. The plugin supports Pixi.js 4 and 5 and was probably (?) obsolete with Pixi.js version 6. This repository of the plugin has been archived by the owner on Feb 23, 2023. Unfortunately, I have not yet found a way to successfully display compressed-textures with Pixi.js version 6 or 7. Also, I can't find any instructions on how to do this. Has anyone already done this and can give me a little tip on how to do it?
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Hi all, I'm trying to implement pixi lights to my project, but I have some difficulties. In this example I have the following structure https://www.pixiplayground.com/#/edit/ymGy4TrFm3LswAEKsM8yB: Grass - no lights Blue background - lights Blocks container - some elements have lights, some does not have block1 - has lights, masked with sprite mask block2 - no lights block3 - has lights The issues I have: The lighted display objects appear semi-transparent The brown block (no light) is positioned above the blue background (lighted). However as you can see the blue background is visible over the brown block even though it is positioned underneath. The brown block (no light) is positioned below the overlapping pink block (lighted). The left half of the pink block is displayed differently compared to the right half. When it comes to masking lighted objects I should apply mask to each sprite separately, rather than the whole container What I want to achieve is: The blue background to be fully visible and with lights applied (currently is semi-transparent) There should be no blue background over the brown block, as the block is positioned over the background The pink block that overlaps the brown one should not have different visuals whether it overlaps the brown one or not (I guess this is related to the semi-transparency above) Apply a mask to a container rather than each sprite separately (I believe I've met a topic where this is was discussed and it is not possible currently, but wanted to doble check) I've tried to move the groups order in the stage but with no result. I'm not sure if all this is possible, but any help will be much appreciated. Thank you in advance.
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Dear Community, Thank you very much for the magnificent project! Currently, I am trying to create a filter which is based on a shader ""Godrays" by alaingalvan", but the one which only lightens a certain area where "lights" exist on a transparent stage. The current version creates dark places ('0x000000') where the "lights" are not shown, but the darkness must not surpass the background ('0x333333' or '0xffffff' as in CSS), so it would look like a transparent filter in the result. This is the incorrect behavior since it creates black background where the "lights" are (it is correct that it affects the background): ~ Is it even possible using this filter/shader? Is it correct that the issue is in the color matrix ("float noise(in vec3 p)")? Would it be correct to somehow base a pixel color on the source and only increase its "gain" instead? I will highly appreciate any suggestion! Best and kind regards