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WORK IN PROGRESS

To do:

  • Fix: In the example the video texture will sometimes try to play before touch is registered.
  • Test with browserify.. and learn how to use it :P
  • Clean-up
  • (Maybe) AlphaMapVideo: Make something that extends sprite and handles both opaque and transparent videos on mobile but can also fall back to an image sequence.
    • Would have to test for correct color output to work around nvidia defaulting to a crushed color range on PC.
    • See if there is a work around for android lowering background audio when a video element is playing despite there being no audio included and it being muted. Thinking WebM probably works properly here.
    • Would have to also handle audio with the image sequence.
    • Might also want to test video playback performance and fall back to image sequence if it is too bad.
    • Figure out how to determine if iOS device is going to force full screen and fall back to image sequence if it is.
    • Image sequences should have simple streaming support (onReadyToPlay) that tries to determine if enough future frames are loaded to playback without interruption.
    • Have an option to discard old image sequence textures after playing to reduce memory usage.

pixi-alpha-map

A sprite that uses two separate images for color and transparency for pixi v3

Usage

Browserify

If you use browserify you can use pixi-alpha-map like this:

var PIXI = require('pixi.js'),
    alphaMap = require('pixi-alpha-map');

PIXI.loader
    .add('imageRGB', 'assets/image_rgb.jpg');
    .add('imageAlpha', 'assets/image_alpha.jpg');
    .load(function (loader, resources) {
        var alphaMapSprite = new alphaMap.AlphaMapSprite(resources.imageRGB.texture, resources.imageAlpha.texture);

        // add the sprite to the stage and render...
    });

Prebuilt Files

If you are just including the built files, pixi-alpha-map adds itself to a pixi namespace:

PIXI.loader
    .add('imageRGB', 'assets/image_rgb.jpg');
    .add('imageAlpha', 'assets/image_alpha.jpg');
    .load(function (loader, resources) {
        var alphaMapSprite = new PIXI.alphaMap.AlphaMapSprite(resources.imageRGB.texture, resources.imageAlpha.texture);

        // add the sprite to the stage and render...
    });

Building

You will need to have node and gulp setup on your machine.

Then you can install dependencies and build:

npm i && npm run build

That will output the built distributables to ./dist.