Multi Texture Batching in PIXI v4 mess up with cocoon Canvas+ processing.
See original GitHub issuewould 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:
- Created 7 years ago
- Comments:10 (6 by maintainers)
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yeah … let me actually just add the snippet that I added.
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)
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