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No way you'll get answer on stackoverflow about that. Answer 1. because you have to pass the Answer 2. Debug, patch the appropriate function. PixiJS is not a black box. You can do it from outside like Answer 3. honestly, I dont know, debug it Answer 4. PixiJS takes care of its textures, but it cant restore whatever your custom webgl engine state was. |
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Hi everybody, thank you for your work on this awesome library.
I need to integrate PixiJS with another, custom engine, that owns its own render loop.
Question 1. Why does this code does not display anything? See on CodePen
If I change the first line to:
It works: the canvas gets cleared to black and the sprite is rendered; but:
Question 2. Why does it resize the canvas? I would not want PixiJS to mess with canvas size, because it's owned by the other engine.
Also:
Question 3. If I delete
ticker.start()
the sprite does not get rendered, but it looks like the canvas is still cleared to black; why? Note that I would not want PixiJS to issue clear commands, nor at render creation time nor at render time, because I must draw on top of other content rendered with the other engine. The docs forRenderer
say something aboutpreserveDrawingBuffer
but I cannot do it because the context is pre-existing and owned by the other engine.Finally:
Question 4. _Assuming that I get that micro sample to work properly, I will need to integrate the existing custom WebGL engine. When do I need to call
renderer.reset()
? I have been struggling with that; I tend to get[.WebGL-0x7fd105545e00]RENDER WARNING: there is no texture bound to the unit ...
errors. See also this question on StackOverflow.Thanks! Let me know if I can help!
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