artsjedi Posted January 5, 2017 Share Posted January 5, 2017 I would like to know if is possible to disable the multi texture batching in a PIXI V4 game. Recently i jus update my game PIXI lib from version 3 to 4.2. I`m using cocoon Canvas + . It seems perfect on iOS and android version greater than 5. In a old phone the texture batching is messing with the textures. Please. Is possible to disable it. I already tried PIXI["settings"].SPRITE_MAX_TEXTURES = 1; PIXI["settings"].SPRITE_BATCH_SIZE = 1024; without success Quote Link to comment Share on other sites More sharing options...
themoonrat Posted January 5, 2017 Share Posted January 5, 2017 Have you tried the very latest release as of yesterday, 4.3.1? I know some texture binding stuff was fixed for it Quote Link to comment Share on other sites More sharing options...
Mat Groves Posted January 5, 2017 Share Posted January 5, 2017 hello! One more line to try (all before creating the renderer) PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true; Cheers! Quote Link to comment Share on other sites More sharing options...
artsjedi Posted January 5, 2017 Author Share Posted January 5, 2017 The new version 4.3.1 does not fix the issue. I'm really wondering if is possible to disable this multi texture batching Quote Link to comment Share on other sites More sharing options...
artsjedi Posted January 5, 2017 Author Share Posted January 5, 2017 14 minutes ago, Mat Groves said: hello! One more line to try (all before creating the renderer) PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true; Cheers! This does not help either Quote Link to comment Share on other sites More sharing options...
artsjedi Posted January 21, 2017 Author Share Posted January 21, 2017 I'm trying to investigate what could cause this issue. All Cocoon Canvas+ GL capabilities seems to be ok. I don't know how to begin. Please anyone help me!. Quote Link to comment Share on other sites More sharing options...
merachefet Posted February 2, 2017 Share Posted February 2, 2017 There was an option added to the dev branch a few days ago that turns off the multitexture batching. Try calling your renderer with the "legacy" option: renderer = new PIXI.WebGLRenderer(width, height, {legacy:true}); Quote Link to comment Share on other sites More sharing options...
artsjedi Posted February 2, 2017 Author Share Posted February 2, 2017 thanks. Unfortunately the dev branch still have some issues. I will wait for a little bit until next release. Quote Link to comment Share on other sites More sharing options...
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