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Multi Texture Batching in PIXI v4 mess up with cocoon Canvas+ processing.

See original GitHub issue

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 4.3. 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.

https://www.youtube.com/watch?v=t6wVYRm731I

I made a lot of tests. It seems that, the renderer doesnt know what texture file to render. and it become this mess.

I already tried             PIXI[“settings”].SPRITE_MAX_TEXTURES = 1;             PIXI[“settings”].SPRITE_BATCH_SIZE = 1024;   without success

Any clue to figure out what is happening?

Issue Analytics

  • State:closed
  • Created 7 years ago
  • Comments:10 (6 by maintainers)

github_iconTop GitHub Comments

1reaction
cvissiecommented, Jan 22, 2017

yeah … let me actually just add the snippet that I added.

PIXI.settings.SPRITE_MAX_TEXTURES = 1;
PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true;
PIXI.settings.PRECISION = PIXI.PRECISION.MEDIUM;

the precision mediump is working now - but i could have sworn a few builds back it broke things with Rope.

The obvious downside about the above settings of course is that the performance of the mobile app is back to PIXI 3 (well not quite, but it is noticeably slower without the multi-texture support)

0reactions
lock[bot]commented, Feb 24, 2019

This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.

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