Closed novogrammer closed 3 years ago
Would it also fix it to change if (this.elapsed > this.duration)
-> if (this.elapsed >= this.duration)
instead?
Would it also fix it to change if (this.elapsed > this.duration) -> if (this.elapsed >= this.duration) instead?
No, It was not fixed.
In my case, emitter.update(1/60);
may cause this.
Rational Number???
Please see my log when frame
eq 2
.
{
"frame": 2,
"delta": 0.016666666666666666,
"elapsed": 0.16666666666666663,
"duration": 0.16666666666666666
}
Would it also fix it to change if (this.elapsed > this.duration) -> if (this.elapsed >= this.duration) instead?
In case of emitter.update(1/50);
It was fixed.
Fixed in version 4.3.1.
Hi, I am facing the same flickering issue when I am using 2 different textures....
following setup works fine
textures: [ "assets/effect-yellow.png", "assets/effect-yellow.png", ]
but when I am using two different textures it all starts to flicker....
textures: [ "assets/effect-yellow.png", "assets/effect-red.png", ]
I am using
"pixi.js": "^7.3.1"
"@pixi/particle-emitter": "^5.0.8",
Are you using a ParticleContainer
as the parent of your particles?
Are you using a
ParticleContainer
as the parent of your particles?
Yes, exactly. First I thought it could be an autoUpate issue. Then I implemented a ticker which updates the stage and the emitter. But both results were the same.
I am extending a stage which is added to the renderer. The stage than has mutliple containers and a particle container as a child. All particles are rendered on the particle container.
ParticleContainer requires that all children use one BaseTexture (either one Texture, or all Textures from one atlas). Additionally, the intended usage for ParticleContainer isn't the same as how this particle library functions, so you'd probably see better performance with the LinkedListContainer from this library.
Hi, I found this at frame calculation.
https://github.com/pixijs/pixi-particles/blob/7d385da292404efb18b0a5d13e6f35ccf06293b5/src/AnimatedParticle.ts#L150-L152
console.log(frame);
sometimesframe
eq2
.add a follow line to quick fix this issue.