James Simpson
James Simpson
We are having this same issue and are quite confused by it. We are getting
@photonstorm Yeah, we actually already disabled multiTexture and are still facing the same issues.
Our draws peak out at ~39 with ~419 calls using WebGL, but it is practically unplayable on an iPhone 7. In canvas mode it has ~102 draws with ~317 calls...
@gaurav-dixitv Unfortunately, no, we haven't made much progress here. Honestly, it isn't that complex of a scene, and I don't see why that would be too many draws. We developed...
Well, that is the real problem. We've done quite a bit of profiling in Chrome and it runs quite well on desktop. iOS is where the performance drops off a...
@willieZhao In our case, the solution was to completely eliminate parent/child relationships in the code, which were preventing the sprite batching from working. We were also using a hue shifting...
@AhmedElyamani We just never use `.addChild()` on anything. This adds a bit of complexity in some areas as we now have to update positions, rotations, etc of everything independently, but...
Sorry, forgot to mention that this is only happening in Chrome as far as I can tell (or at least Chrome is the only one throwing an warning).
@Gurigraphics Those issues mention that it has to do with using the texture before it has loaded. That clearly isn't the case in my example as the TileSprite has loaded...
@Gurigraphics Yes, but I don't see how you can just assume that the issue I've posted about here isn't an issue in Phaser. Even if it isn't strictly a Phaser...