Comments (7)
Thanks for this, I will be working on renderTextures next so that will fix this issue for sure :)
from pixijs.
it seems the issue has been caused from missing pass to img
http://jsfiddle.net/3SVGY/6/
from pixijs.
however, CanvasRenderer has another issue which caused from drawImage() and frame of PIXI.Texture
drawImage() doesn't work when large size was applied as argument
this means, CanvasRenderer can't display objects which has too large size frame
here are demos
- this will work
https://dl.dropbox.com/u/1236764/pixijs/drawimage/demo1.html - this will not work
https://dl.dropbox.com/u/1236764/pixijs/drawimage/demo2.html
from pixijs.
Is that because the frame is bigger than the image being drawn itself?
from pixijs.
that's right. so when frame was set, it may be better to check sizes
from pixijs.
Sounds like a plan!
Will figure out a neat way to check when textures are created / updated that the frame is not too large. That way we wouldn't have to introduce a check every frame.
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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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