The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
If you have any questions or issues we are actively monitoring our discord and github issues!
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For users who have already migrated to v8, this release includes one small breaking changes.
renderTargetDescriptor
to renderTargetOptions
by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10237
Old:
RenderTarget.defaultDescriptor.resolution = 1;
New:
RenderTarget.defaultOptions = 1;
This change now makes the API consistent with the rest of v8 that uses defaultOptions
If you have any questions or issues we are actively monitoring our discord and github issues!
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For users who have migrated to v8, this release includes two important breaking changes. While we aimed to avoid disruptions post the first RC, we feel these two changes are important enough to correct before the final release.
We appreciate your understanding.
Breaking: split Text
back into Text
, BitmapText
, and HTMLText
by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10191
In the pursuit of simplifying the API in v8, we initially attempted to create a unified Text
class capable of handling all rendering modes supported by PixiJS. This approach aimed to streamline usage for developers. However, as we progressed with the release, we encountered scenarios where reconciling differences between render modes proved challenging. It became evident that some variables on the Text
class needed to be specific to certain render modes.
In light of these challenges, we made the decision to revert to the v7 approach, reintroducing separate classes for Text
, BitmapText
, and HTMLText
.
Old:
const canvasText = new Text({
text: 'hello',
style: {},
renderMode: 'canvas'
})
const bitmapText = new Text({
text: 'hello',
style: {},
renderMode: 'bitmap'
})
const htmlText = new Text({
text: 'hello',
style: {},
renderMode: 'html'
})
New:
const canvasText = new Text({
text: 'hello',
style: {},
})
const bitmapText = new BitmapText({
text: 'hello',
style: {},
})
const htmlText = new HTMLText({
text: 'hello',
style: {},
})
Breaking: remove BitmapFontManager.install
for BitmapFont.install
by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10191
In this release, we've reverted to the v7 method of installing bitmap fonts using BitmapFont.install
. We've decided to keep BitmapFontManager
as an internal component of PixiJS and will no longer expose it.
As a result, BitmapFontManager.install
is deprecated in this version and will be removed in the next release.
Old:
BitmapFontManager.install()
BitmapFontManager.uninstall()
New:
BitmapFont.install()
BitmapFont.uninstall()
If you have any questions or issues we are actively monitoring our discord and github issues!
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๐ Added
๐ Fixed
DisplacementFilter.scale
property by @minetoblend in https://github.com/pixijs/pixijs/pull/10177
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data.texture
and data.imageFilename
to spritesheetLoader
(#9920) @vadimgoncharovIf you have any questions or issues we are actively monitoring our discord and github issues!
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Breaking: smarter geometry attributes by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10118
shaderLocation
to location
Old:
const geometry = new Geometry({
attributes: {
aPosition: {
buffer:[-100, -50, 100, -50, 0, 100],
shaderLocation:0,
format: 'float32x2',
},
aColor: {
buffer:[1, 0, 0, 0, 1, 0, 0, 0, 1],
shaderLocation:1,
format: 'float32x3',
}
},
})
New:
const geometry = new Geometry({
attributes: {
aPosition: {
buffer:[-100, -50, 100, -50, 0, 100],
location:0,
format: 'float32x2',
},
aColor: {
buffer:[1, 0, 0, 0, 1, 0, 0, 0, 1],
location:1,
format: 'float32x3',
}
},
})
#version 300 es
to shaders by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10110
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Breaking: load svgs as texture instead of graphics by default by @Zyie in https://github.com/pixijs/pixijs/pull/10091
The new default for Assets.load('logo.svg')
will be to return a Texture
instead of a GraphicsContext
We have made this decision because currently our svg parser does not handle all the edge cases, resulting in broken looking graphics. By making this change you will always receive a texture that looks like the svg you are trying to load
If you want the old behavior there are a couple of ways to do so
const context = Assets.load<GraphicsContext>({ src: 'logo.svg' data: { parseAsGraphicsContext: true } });
const graphics = new Graphics(context);
// or if you already have the svg string you can create it directly
const graphics = new Graphics().svg('<svg>...</svg>');
GpuProgram.from
to prevent shaders being compiled separately in filters by @minetoblend in https://github.com/pixijs/pixijs/pull/10113
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