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When using streaming (non-buffered inputs) Spritesmash is computing an identical hash every time, regardless of file contents. I'm running it independently on multiple files, and always get 1441a7909c.
Adding a .pipe(buffer()) before spritesmash gets it to generate what appear to be meaningful hashes, which vary by file contents as far as I can tell.
The text was updated successfully, but these errors were encountered:
[16:04:08] Using gulpfile D:\Working\FHT.Web\gulpfile.js
[16:04:08] Starting 'sprite'...
hashing [object Object] to sprite-1441a7909c.png
[16:04:09] Finished 'sprite' after 1.2 s
When using streaming (non-buffered inputs) Spritesmash is computing an identical hash every time, regardless of file contents. I'm running it independently on multiple files, and always get 1441a7909c.
Adding a .pipe(buffer()) before spritesmash gets it to generate what appear to be meaningful hashes, which vary by file contents as far as I can tell.
i noticed the example was actually requiring gulp-buffer, but forgot to use it..
When using streaming (non-buffered inputs) Spritesmash is computing an identical hash every time, regardless of file contents. I'm running it independently on multiple files, and always get
1441a7909c
.Adding a
.pipe(buffer())
before spritesmash gets it to generate what appear to be meaningful hashes, which vary by file contents as far as I can tell.The text was updated successfully, but these errors were encountered: