If you dont have proficiency with atlas to solve small issues like "extrude colors for rope", dont use atlas for rope, change your pipeline. In the end, its all about BALANCING different penalties. Of course you can look in this forum and in pixijs issues for a single problem, but I can't answer big questions like this one if a developer see the big picture: Stage and basic things are available through the docs, but 2-3 can be learned only from source code and WebGL manuals. Sometimes you can make shader with batching, like in pixi-heaven or pixi-projection. Sometimes you can inject different shader that works better for atlas textures, but lacks batching. Some fields/properties in pixi can be used only if you know underlying WebGL mechanics. Its not a bad practice, its about whether or not you know what webgl operations are actually happening. I realize that this was supposed to be remedied in pixi.js 4.5, but if you can't get acceptable visual results, it might just to be better to load that texture as a standalone asset. Using a Spritesheet with one of these classes will cause the transforms to render incorrectly.įilters with sprite inputs (e.g., DisplacementFilter) The following objects do not support Texture objects that are part of a Spritesheet shared with other Texture objects or where the Texture's frame is not the entire size of the BaseTexture. Things That Don't Support Spritesheet Textures The pixi.js wiki that I linked to was specific about loading resources separately: It appears you may just have to load that as a standalone texture instead of using it with a spritesheet. = 1 ' is going to deliver acceptable results I tried it on the jsfiddle and the results were really ugly. I'm not sure that 'baseTexture.scaleMode. I don't understand why same asset behave differently when is on spritesheet. I also tried do same things on another project, nothing. I tried many texture packer settings, but nothing helps. There is some alpha on line ends becoming more visible when line is more stretched. Line asset on created spritesheet is same as separately png. Attachment "good".īut when I put same png line to spritesheet with another assets using Texture Packer, my rope look like on "bad" attachment. My timer start from 0 and filling to circle. When I'm using png, for example from url like this. But there is an issue connected with Texture packer. But instead of white disappearing white line, I have to use png asset.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |