v4 Migration Guide - zlq4863947/pixi.js-cn GitHub Wiki
For those upgrading from v3 to v4 of PIXI.
If sprites are black or flickering, this might help for some devices:
PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true;
Textures are clamped by default, in v3 they were repeated.
texture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT;
Many of the filters have been externalized to pixi-filters with the exception of ColorMatrixFilter, BlurFilter, DisplacementFilter, FXAAFilter, NoiseFilter. All other filters, use pixi-filters.
You have to use mappedMatrix
to convert textureCoord
to mapCoord
, all because of paddings and pow2.
Use filterClamp
uniform to prevent bad things on edges (inputCoord.xy
, filterClamp.xy
, filterClamp.zw
) , displacement and blur are good examples for that. See forum post for more information.
filter.uniforms
now contains a direct map of uniform names to uniform values. Custom uniform data (mapping with objects specifying uniform type
and value
) is now stored in filter.uniformData
.
Setting the position of a DisplayObject no longer maintain the reference to the Point. The values of the point are assigned to the transform of the DisplayObject. For instance:
s.position = myPoint; // COPYING ASSIGNMENT! in v3 that was reference
s2.position = myPoint; //shadow sprite , same coord
myPoint.x = 10; // won't work
s.anchor = myPoint ; // DON'T do that please! we will fix it later
font
field is deprecated on the Text's style. Use fontFamily
, fontWeight
, fontSize
etc. See corresponding pull-request.
TilingSprite works bad with mipmap, and pow2 textures are mipmapped by default. We will fix that issue later, for now just
texture.baseTexture.mipmap = false;