Ivan Popelyshev
Ivan Popelyshev
I just hope you are patient enough :) That "issue" exists for 4 years: https://github.com/pixijs/pixi-tilemap/issues/3 , I just didnt have a person who could help me with setting up everything...
You've got it, its exactly that. If you want something else - please explain it in detail, we can discuss it, though i will only be able to code it...
According to @englercj gl-tiled has animated tiles support, maybe you can use it for now https://www.html5gamedevs.com/topic/44753-tile-rendering-performance/?do=findComment&comment=248820 . Though I'm not sure about performance of that shader on slow devices.
That might be good idea, we can pass it to vertex shader and do a division there. Oh, i forgot that gl-tiled is not a pixi plugin :(
In the same values as animX and animY, i suppose :) I can do it tomorrow. Yeah, size needs to be addressed in multiple parts. Just adding something like `arr[sz++]...
`aAnim * mod(animationFrame, vec2(aFramesX, aFramesY))` also dont forget about a case where aFramesX or aFramesY is zero, default mode that pixi-tilemap works. Yes, storing tile types in uniforms or textures...
You opened issue in a wrong plugin Also i dong guarantee anything about blendModes in case you use pixi-lights. Of course if you set normal to 0 any lights will...
if you add json atlas named "atlas", PIXI creates image "atlas_image" in resources, which is PNG referenced in the atlas. Its pixi inner thing :) Let me know if you...
Yes, only '_image'. The other way is to ask json atlas itself ``` resources['atlas'].textures['any_texture_inside_atlas.png'] ``` That will add whole atlas too, but i dont want to specify some texture name....
In v5 there's even special behaviour - if "atlas_image" already added, it wont be added second time. OK, moved it to issue in main repo. I'm not the docs guy...