Replies: 4 comments 2 replies
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The main issues that a clean solution should solve/consider:
@bigtimebuddy suggested to have multiple adapters, depending on the environment that PixiJS runs in. This would already solve a lot of those issues and should not be too difficult to implement. The end user then only has to choose a |
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One issue I have with my implementation right now is this: If I render a text and an image in a WebGL renderer, the text display object uses the texture of the image, because they are batched together. I am not familiar with the rendering logic of neither PixiJS nor |
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I received a mail asking for the code of
Mainly a copy of the |
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We now have a pre-release of Pixi for node: Feedback welcome! |
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Hi everybody,
I use PixiJS currently for a tool for one of my clients. In this tool we do a live preview of composed images and videos in the browser and want to be able to render the final images and videos in the backend. Therefore we had the need to make PixiJS run in a non-browser environment as well.
Today I had a chat with @bigtimebuddy who told me that this kind of feature would be great to have directly in PixiJS and ask me to start a new discussion about it to collect ideas and issues about a possible implementation.
Here are some of my findings:
I used those NPM packages to make it work:
In my opinion only
canvas
andgl
should be used in the final implementation, the other two are only polyfills.Here is my main
no-browser-polyfill.ts
file, it might help as a starting point:NodeCanvas
is extended from theCanvas
class ofcanvas
:NodeCanvasResource
is a resource loader for using a node canvas as a texture:CanvasImageResource
is a resource loader for the images loaded by the node canvas. The class is mainly a copy of theBaseImageResource
class, so I won't post the lengthy code here.Beta Was this translation helpful? Give feedback.
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