Ivan Popelyshev

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https://github.com/Alan01252/pixi-tilemap-tutorial#add-another-image-to-the-tile-map

You specify X and Y for animation in renderer, and shader multiplies it by animX,animY offset of specific tile. That's an offset. Yes, its stupid, but suffice for rpgmaker.

Yes, but its not shader-side, you are eating cpu with that.

we need that feature because of rpgmaker MV :) we can make it better if you have an idea how to store textures in a sampler of uniforms.

default mode in current (v5) implementation doesnt depend on that limitation. As soon as you specify ``` PIXI.tilemap.Constant.boundCountPerBuffer = 4; ``` RMMV behaviour kicks in and starts combining 4 textures...

But then, of course, you need to raise number of used texture units.

> boundCountPerBuffer =4 Default mode in v5 should work, you dont need that line. Please make a small demo for me, I'll debug it.

This is the line that makes pixi-tilemap work with any textures: https://github.com/pixijs/pixi-tilemap/blob/master/src/Constant.ts#L7

And here is it in build: https://github.com/pixijs/pixi-tilemap/blob/master/dist/pixi-tilemap.js#L206 ```js pixi_tilemap.Constant = { maxTextures: 4, bufferSize: 2048, boundSize: 1024, boundCountPerBuffer: 4, use32bitIndex: false, SCALE_MODE: PIXI.SCALE_MODES.LINEAR, DO_CLEAR: true }; ``` Well, it seems...

OK, I re-published it in `dist` folder, please take a "new" one. I dont know how did that happen. published 2.0.1 in npm.