Oh, a question: if my image renders correctly on webgl and canvas, both desktop, and the mobile Phonegap canvas flickers a bit but shows the image, the mobile webgl shows a black rectangle instead, where might the problem be?
Am I right to assume that pixi.js has good browser support, and this is just something my code brought on?
viewport size, that sounds fine to me. Remember, you can always either change the resolution of the renderer, or the resolution of assets you load if devices are struggling
Regarding texture size, if you want maximum mobile device compatibility, 2048x2048 is the way to go. We tried having ours as 4096x4096, less texture swaps and all, but unexplained issues showed up, which went away with the lower texture resolution
for example, an iphone 5s I think, on ios9, worked fine with bigger texture size, yet the same phone on ios7 would cause any textures that were 2048x2048 to display fine, but any texture bigger than that would be renderered shrunken down
Hello everyone! I'm trying to use BitmapText on a high dpi display setting (4k screen). I've tried different approaches but the text always looks blurry. Is there a wiki/blog post somewhere on how to achieve responsive bitmap fonts? I imagine it is possible to just load the font image and not apply any scaling on it...
you can see the bitmap font as an HTML image is scaled as expected (normal behaviour) but I was not expecting the bitmap font be scaled when using Pixi.js (if I haven't explicitly written code for it to be scaled)