Andrew Start
Andrew Start
Going into the private variables of Sprite/Texture definitely won't get you anywhere in this case. I think you'd want something like `...children[0].texture = this.PIXI.Texture.from()`
On your GL context (`app.renderer.gl`, I think), try calling `gl.getExtension('WEBGL_compressed_texture_etc1')`. It looks like [we aren't checking for the ETC extension](https://github.com/pixijs/pixi-compressed-textures/blob/master/src/CompressedTextureManager.js#L32), so I assume that manually enabling the extension will work.
That is correct. The Path, Speed, and Acceleration movement behaviors rely on the initial rotation to pick their direction. The simplest solution would probably be to make some sort of...
It does not, just simple sprites that I know should be batched efficiently.
`EmitterConfig` is not a class/namespace, `PIXI.particles.upgradeConfig()` should be the method you call.
It seems to be working fine in https://pixijs.io/particle-emitter/examples/explosionRing.html, and emitting as a single point with a radius of 0 is normal behavior. Do you have a example you can show...
When you say "maintains its original size", are you removing the old emitter and hooking up the new one to the update loop?
In the [current example that uses the torus shape](https://pixijs.io/particle-emitter/examples/explosionRing.html), when I open up the console and modify the emitter with ```javascript emitter.getBehavior("spawnShape").shape.radius = 0; emitter.getBehavior("spawnShape").shape.innerRadius = 0; ``` the initial...
Ah, I see. The issue isn't the torus spawning, but that the high particle speed and random starting rotation tend to override the initial direction and placement (magnified by the...
The scaling isn't really the issue - if you want to have particles spawn in a recognizable ring, then don't use the rotation behavior, because the torus spawning will take...