saibotlive Posted July 24, 2015 Share Posted July 24, 2015 I have a game that has a texture as an overlay(Phaser.blendModes.OVERLAY), this seems to only work on desktops. While I tested on my iPhone 6 and iPad with IOS 8.4, I just see the texture with no blend on it. I wonder if I'm doing something wrong or maybe blend modes don't work properly on devices. Link to comment Share on other sites More sharing options...
wayfinder Posted July 24, 2015 Share Posted July 24, 2015 overlay is a blend mode that only works in canvas, not webgl. does it work if you force your game to use canvas? Link to comment Share on other sites More sharing options...
saibotlive Posted July 24, 2015 Author Share Posted July 24, 2015 Yes it is forced to use canvas but still doesn't blend on any of my devices apart from desktops. Link to comment Share on other sites More sharing options...
saibotlive Posted July 24, 2015 Author Share Posted July 24, 2015 This seems to work on IOS like maybe once in 20 tries after clearing cache, then it goes back to just showing the texture. I would like to know if this is a normal occurrence with canvas on devices. Link to comment Share on other sites More sharing options...
saibotlive Posted July 24, 2015 Author Share Posted July 24, 2015 this.texturebg = game.add.sprite(0,0,"texturebg");this.texturebg.blendMode = Phaser.blendModes.OVERLAY;this.texturebg.fixedToCamera = true;This is an example of how I'm adding the texture over other background objects. Link to comment Share on other sites More sharing options...
FlashyGoblin Posted March 22, 2017 Share Posted March 22, 2017 Was a solution ever found for this? I'm having the same issue trying to set a sprite's blendmode to ADD. It usually doesn't work properly on iOS the first time it loads. But after the game is cached, it works just fine. Link to comment Share on other sites More sharing options...
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