diff --git a/docs/guides/migrations/v8.md b/docs/guides/migrations/v8.md index 2ad2cd8d9..f4fd99629 100644 --- a/docs/guides/migrations/v8.md +++ b/docs/guides/migrations/v8.md @@ -300,7 +300,8 @@ myRenderTexture.source.updateMipmaps(); ``` -- Due to the new nature of how Pixi handles internally, sprites no longer get notified if a textures UVs have been modified. The best practice is to not modify Texture uvs once they have been created. Its best to have lots of textures ready to go (they are cheap). Sometimes you might want to do a special technique that animates the UVs. In this last instance, you will be responsible for updating the sprite (its worth noting, it may update automatically - but due to the caching optimisations, will not be guaranteed). Updating the source data (eg a video texture) will however, always be reflected immediately. +- Due to the new way PixiJS handles things internally, sprites no longer get notified if a texture's UVs have been modified. The best practice is not to modify texture UVs once they have been created. It's best to have textures ready to go (they are inexpensive to create and store). +- Sometimes, you might want to employ a special technique that animates the UVs. In this last instance, you will be responsible for updating the sprite (it's worth noting that it may update automatically - but due to the new optimizations, this will not be guaranteed). Updating the source data (e.g., a video texture) will, however, always be reflected immediately. ```ts const texture = await Assets.load('bunny.png'); @@ -317,7 +318,7 @@ sprite.onViewUpdate(); texture.on('update', ()=>{sprite.onViewUpdate}); ``` -the act of adding and removing the event when a sprite texture was changed had an unacceptable performance drop when swapping many textures (think shooting games with lots of key frame textures swapping). Which is why we now leave that to the user. We plan to address this edge case in the future. +The act of adding and removing the event when a sprite's texture was changed led to an unacceptable performance drop, especially when swapping many textures (imagine shooting games with lots of keyframe textures swapping). This is why we now leave that responsibility to the user. - New Container culling approach