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CanvasRenderer using incorrect asset from spritesheet #122
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OK, found bug, if you want to try fast fix, apply this to your @pixi/tilemap file in node_modules or where is it 7938df8 also, you wont need to register canvas renderer after this |
thanks for the prompt response! that does seem to work, but it seems i still need the registerPlugin call for it to work. if I remove the when I inspect the breakpoint there, it seems my perhaps registerPlugin is still just required? or maybe the |
oh right because |
great! btw, it took me a bit of sleuthing to realize I needed to register that. seems like its only documented in the actual |
Anyway, its fixed in latest release, but still needs to register plugin |
sounds good. when will it be published to npm? |
it wasnt? Oh, I just have to call @ShukantPal again. I cant build new version for some reason :( |
correct, on github and npm the latest version is still 3.2.0 |
@ShukantPal sorry to be annoying, but any update on publishing a new build to npm? hoping to get this integrated in my game upstream. thanks! |
I'll look into this today. Was gone on vacation. |
I'm attempting to get pixi.js legacy canvas support working, but having an issue with this library. It seems to be ignoring the x,y position within the spritesheet and just displaying from 0,0.
Here is a slimmed down demo exhibiting the issue: https://codepen.io/jacobbijani/pen/XWMBdXr
Here is the code from that link just in case:
In Chrome I see this, which is what is expected:
In Firefox, where I have webgl disabled, I see this:
The red dot is what is at 0,0 of my spritesheet.
Am I doing something wrong, or is this a bug?
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