sandbird Posted February 10, 2014 Share Posted February 10, 2014 Let say that I have an image in the size 600 x 300.Inside the image there are 9 images representing frames in a matrix of 3x3 when each frame is 200x100. I'm creating a tiling sprite: var sprite = new PIXI.TilingSprite ( texture, 200, 100 ); Let's say that every 100 miliseconds I want to move the tile position to the right "frame" image.So I need to play with both sprite.tilePosition.x and sprite.tilePosition.y. The problem is that in canvas mode I just need to multiply the Y offset with 100 (the horizontal size of each frame) and the X offset with 200.In webGL the numbers are different and I didn't manage to find out what's these values representing but they are the same in all browsers and systems. Tested with pixi.js from github. Quote Link to comment Share on other sites More sharing options...
rich Posted February 10, 2014 Share Posted February 10, 2014 I would do 2 things: 1) Test against Pixi 1.5 (released literally just a few minutes ago)2) If it still doesn't work, post up a complete code sample to github issues so they can look into it and fix it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.