Now liveThe Skillselion MCP - thousands of ranked skills, loaded into your agent mid-task. No install.Get it →
pixijs avatar

Pixijs Scene Graphics

  • 3.1k installs
  • 293 repo stars
  • Updated June 4, 2026
  • pixijs/pixijs-skills

pixijs-scene-graphics is a skill that draws PixiJS v8 vector shapes, paths, gradients, and holes with Graphics so game and interactive UIs render efficient GPU vector art.

About

pixijs-scene-graphics documents PixiJS v8 vector drawing with the shape-then-fill pattern on Graphics and shared GraphicsContext instances. Quick start shows rect, circle, moveTo lineTo bezierCurveTo paths, fill alpha objects, and stroke width and color options. Constructor options cover shared context for reused tessellated geometry and roundPixels for crisp pixel-art lines. Core patterns span rect, circle, roundRect, poly, star, ellipse, regularPoly, roundPoly, chamferRect, filletRect, and roundShape primitives plus fill and stroke with FillGradient, FillPattern, and textureSpace local versus global mapping. Holes use cut() with rules for interior boundaries, multiple holes per cut, and separate fill-cut pairs per shape. Path methods include arc, arcTo, arcToSvg, beginPath, and closePath. Advanced sections cover GraphicsContext sharing, svg import and export, containsPoint hit testing, cloning, bounds, draw-time transforms, and GraphicsPath reuse. The skill states Graphics is a leaf node that should not nest children, wrapping groups in Container instead. Related skills point to scene core concepts, container grouping, masking, filters, and performance batching guidance.

  • PixiJS v8 shape-then-fill workflow with chaining fill and stroke on shared paths.
  • Shared GraphicsContext option to reuse tessellated geometry across Graphics nodes.
  • Hole punching via cut() with interior boundary rules and multi-hole paths.
  • FillGradient linear and radial, FillPattern, and textureSpace local versus global.
  • SVG import export, containsPoint hit testing, bounds, and draw-time transforms.

Pixijs Scene Graphics by the numbers

  • 3,107 all-time installs (skills.sh)
  • +227 installs in the week ending Jul 28, 2026 (Skillselion tracking)
  • Ranked #13 of 247 Game Development skills by installs in the Skillselion catalog
  • Security screen: LOW risk (skills.sh audit)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
At a glance

pixijs-scene-graphics capabilities & compatibility

Capabilities
shape then fill rect circle poly and path drawin · fillgradient fillpattern and stroke style option · hole punching with cut and multi hole paths · shared graphicscontext geometry reuse · svg import export and containspoint hit testing
Use cases
frontend · ui design
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-graphics

Add your badge

Show developers this skill is listed on Skillselion. Paste this into your README.

Listed on Skillselion
Installs3.1k
repo stars293
Security audit3 / 3 scanners passed
Last updatedJune 4, 2026
Repositorypixijs/pixijs-skills

How do I draw shapes, paths, gradients, and holes with the PixiJS v8 Graphics API?

Draw vector shapes, paths, gradients, holes, and SVG import/export with the PixiJS v8 Graphics API.

Who is it for?

Game and interactive UI developers on PixiJS v8 who need authoritative Graphics API patterns instead of outdated v7 draw calls.

Skip if: Skip when you only need sprite batching or scene graph basics without vector drawing; use pixijs-scene-core-concepts first.

When should I use this skill?

User works with Graphics, FillGradient, cut holes, bezier paths, svg export, containsPoint, or PixiJS v8 vector primitives.

What you get

Correct Graphics and GraphicsContext code with shape-then-fill chains, cut holes, gradients, and optional SVG or hit-test helpers.

  • PixiJS v8 Graphics code snippets
  • SVG-compatible vector paths

By the numbers

  • Documents 10+ shape methods and 8+ path methods for PixiJS v8
  • Covers linear and radial FillGradient with textureSpace local/global modes

Files

SKILL.mdMarkdownGitHub ↗

Graphics is the vector-drawing leaf of the PixiJS v8 scene graph. The v8 API follows a shape-then-style pattern: draw a shape or path with rect, circle, moveTo, etc., then apply fill and/or stroke. Every method returns this for chaining, and the drawing instructions live on a GraphicsContext that can be shared between instances.

Assumes familiarity with pixijs-scene-core-concepts. Graphics is a leaf: do not nest children inside it. Wrap multiple Graphics objects in a Container to group them.

Quick Start

const g = new Graphics();

g.rect(10, 10, 200, 100)
  .fill({ color: 0x3498db, alpha: 0.8 })
  .stroke({ width: 3, color: 0x2c3e50 });

g.circle(300, 60, 40).fill(0xe74c3c);

g.moveTo(50, 200)
  .lineTo(200, 200)
  .bezierCurveTo(250, 250, 100, 300, 50, 250)
  .closePath()
  .fill(0x6c5ce7);

app.stage.addChild(g);

Related skills: pixijs-scene-core-concepts (scene graph basics), pixijs-scene-container (group graphics with other objects), pixijs-scene-core-concepts/references/masking.md (Graphics as a stencil mask), pixijs-filters (effects), pixijs-performance (batching, cacheAsTexture).

Constructor options

All Container options (position, scale, tint, label, filters, zIndex, etc.) are also valid here — see skills/pixijs-scene-core-concepts/references/constructor-options.md.

Leaf-specific options added by GraphicsOptions:

OptionTypeDefaultDescription
contextGraphicsContextnew GraphicsContext()Shared drawing context. Passing a context reuses its tessellated geometry across multiple Graphics nodes, avoiding duplicate GPU work. If omitted, each Graphics creates and owns a new context.
roundPixelsbooleanfalseRounds the final on-screen x/y to the nearest pixel. Produces crisper lines for pixel-art styles at the cost of smooth sub-pixel movement.

The constructor also accepts a GraphicsContext instance as its sole argument (new Graphics(ctx)), which is shorthand for new Graphics({ context: ctx }).

Core Patterns

Shape-then-fill workflow

const g = new Graphics();

g.rect(10, 10, 200, 100)
  .fill({ color: 0x3498db, alpha: 0.8 })
  .stroke({ width: 3, color: 0x2c3e50 });

g.circle(150, 200, 40).fill(0xe74c3c);
g.roundRect(300, 10, 150, 80, 12).fill(0x2ecc71);
g.poly([0, 0, 60, 0, 30, 50], true).fill(0x9b59b6);
g.star(400, 200, 5, 40, 20, 0).fill(0xf39c12);
g.ellipse(100, 350, 60, 30).fill(0x1abc9c);

fill() accepts a FillInput: a color number/string, { color, alpha, texture, matrix, textureSpace }, a FillGradient, a FillPattern, or a Texture. When filling with a texture, textureSpace controls coordinate mapping:

  • 'local' (default): texture is scaled to fit each shape's bounding box (normalized 0-1 coordinates).
  • 'global': texture position/scale are relative to the Graphics object's coordinate system, shared across all shapes.

FillInput also supports a nested fill subfield: a FillStyle options object can embed a FillGradient or FillPattern under its fill key, which applies the gradient or pattern alongside the color, alpha, texture, and matrix modifiers on the outer object.

stroke() accepts a color, a FillGradient, a FillPattern, or a StrokeStyle object that combines all FillStyle keys (color, alpha, texture, matrix, fill, textureSpace) with stroke attributes:

AttributeDefaultNotes
width1Pixel width of the stroke.
cap'butt'One of 'butt', 'round', 'square'. End style for open paths.
join'miter'One of 'miter', 'round', 'bevel'. Corner style.
miterLimit10Caps how far miter joins extend before falling back to bevel.
alignment0.51 = inside the shape, 0.5 = centered, 0 = outside.
pixelLinefalseAligns 1-pixel lines to the pixel grid for crisp output. Graphics-only.

Strokes can use the same gradients and patterns as fills via fill: gradient or texture: tex:

const grad = new FillGradient({
  end: { x: 1, y: 0 },
  colorStops: [
    { offset: 0, color: 0xff0000 },
    { offset: 1, color: 0x0000ff },
  ],
});
g.rect(0, 0, 200, 100).stroke({
  width: 8,
  fill: grad,
  join: "round",
  cap: "round",
});

Both fill() and stroke() can be called after the same shape; calling stroke() immediately after fill() reuses the same path.

Advanced shape primitives

g.regularPoly(100, 100, 50, 6, 0).fill(0x3498db);
g.roundPoly(250, 100, 50, 5, 10).fill(0xe74c3c);
g.chamferRect(350, 50, 100, 80, 15).fill(0x2ecc71);
g.filletRect(500, 50, 100, 80, 15).fill(0x9b59b6);
g.roundShape(
  [
    { x: 50, y: 250, radius: 20 },
    { x: 150, y: 250, radius: 5 },
    { x: 150, y: 350, radius: 10 },
    { x: 50, y: 350, radius: 15 },
  ],
  10,
).fill(0xf39c12);

Holes with cut()

g.rect(0, 0, 200, 200).fill(0x00ff00).circle(100, 100, 50).cut();

cut() subtracts the current active path from the previously drawn fill or stroke. Rules:

  • The hole must be completely inside the target shape. Holes that overlap edges or sit outside the shape will not render correctly because the renderer triangulates with the hole as an interior boundary.
  • cut() looks back at up to the last two instructions. When you fill() and then stroke() the same path, a single cut() adds the hole to the stroke first; a second cut() adds it to the fill underneath.
  • After cut(), the active path resets so you can start the next shape with moveTo, rect, etc.
  • cut() applies to strokes too — g.rect(...).stroke(...).circle(...).cut() cuts a hole through the stroke outline.

Punch multiple holes with a single cut() by drawing several shapes into the active path before calling it. Each shape accumulates into the same hole path:

const g = new Graphics();

g.rect(350, 350, 150, 150).fill(0x00ff00);

// Draw three circles into the active path, then cut them all in one call
g.circle(375, 375, 25);
g.circle(425, 425, 25);
g.circle(475, 475, 25);
g.cut();

If you need holes on separate filled shapes, give each shape its own fill() and matching cut():

g.rect(0, 0, 100, 100).fill(0x3498db);
g.circle(50, 50, 20).cut(); // hole in the rect

g.rect(120, 0, 100, 100).fill(0xe74c3c);
g.circle(170, 50, 20).cut(); // hole in the second rect

Calling cut() on a shape that already has a hole adds to the existing hole path rather than replacing it. Use this to layer holes additively.

Paths and complex shapes

g.moveTo(50, 50)
  .lineTo(200, 50)
  .bezierCurveTo(250, 100, 250, 150, 200, 200)
  .quadraticCurveTo(100, 250, 50, 200)
  .closePath()
  .fill({ color: 0x6c5ce7, alpha: 0.7 })
  .stroke({ width: 2, color: 0xdfe6e9 });

Path methods: moveTo, lineTo, bezierCurveTo, quadraticCurveTo, arc, arcTo, arcToSvg, closePath. Call beginPath() to discard the current path and start a new one.

// arc(cx, cy, radius, startAngle, endAngle, counterclockwise?)
g.moveTo(80, 50)
  .arc(50, 50, 30, 0, Math.PI)
  .stroke({ width: 4, color: 0x2c3e50 });

// arcTo(x1, y1, x2, y2, radius) — rounded corner between two line segments
g.moveTo(150, 20)
  .arcTo(200, 20, 200, 80, 20)
  .lineTo(200, 80)
  .stroke({ width: 2 });

// arcToSvg(rx, ry, xAxisRotation, largeArcFlag, sweepFlag, x, y) — matches the SVG `A` command
g.moveTo(250, 50).arcToSvg(40, 20, 0, 1, 0, 330, 50).stroke({ width: 2 });

Gradients and patterns

// Linear gradient
const linear = new FillGradient({
  end: { x: 1, y: 0 },
  colorStops: [
    { offset: 0, color: 0xff0000 },
    { offset: 1, color: 0x0000ff },
  ],
});
g.rect(0, 0, 200, 100).fill(linear);

// Radial gradient — inner circle at center, outer circle reaches edges
const radial = new FillGradient({
  type: "radial",
  center: { x: 100, y: 100 },
  innerRadius: 0,
  outerCenter: { x: 100, y: 100 },
  outerRadius: 100,
  colorStops: [
    { offset: 0, color: 0xffffff },
    { offset: 1, color: 0x000000 },
  ],
});
g.circle(100, 100, 100).fill(radial);

const brick = await Assets.load("brick.png");

// Options-object form (preferred)
const pattern = new FillPattern({
  texture: brick,
  repetition: "repeat", // 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'
  textureSpace: "global", // 'global' (default) | 'local'
});

// Legacy positional form is still supported
const pattern2 = new FillPattern(brick, "repeat");

g.rect(0, 120, 200, 100).fill(pattern);

FillGradient's default type is 'linear' with start {0,0} to end {0,1}. Set type: 'radial' with center/innerRadius and outerCenter/outerRadius for radial gradients.

FillPattern takes an options object ({ texture, repetition?, textureSpace? }) or the legacy positional form (new FillPattern(texture, repetition?)). repetition selects the tiling mode. textureSpace controls how tiles map to shapes:

  • 'global' (default): tiles repeat continuously across the Graphics coordinate system, so adjacent shapes share one tiling grid. Best for backgrounds and seamless textures.
  • 'local': a single tile fits each shape's bounds. Combine with setTransform to subdivide a shape into a tile grid.

Note FillPattern defaults textureSpace to 'global', unlike the 'local' default for texture fills shown above.

setTransform(matrix) copies the given matrix directly onto the pattern transform to scale, rotate, or offset the tiling; call setTransform() with no argument to reset to identity.

Drawing a texture directly

const tex = await Assets.load("icon.png");

// Draw the whole texture at (x, y) with optional tint
g.texture(tex, 0xffffff, 20, 20);

// Draw a subregion (dx, dy, dw, dh)
g.texture(tex, 0xff0000, 100, 20, 64, 64);

Graphics.texture(texture, tint?, dx?, dy?, dw?, dh?) is a shortcut for drawing a single textured rect without going through fill(). Useful for icons where you don't need the full sprite lifecycle.

GraphicsContext sharing

const ctx = new GraphicsContext().rect(0, 0, 50, 50).fill(0xff0000);

const g1 = new Graphics(ctx);
const g2 = new Graphics(ctx);
g2.x = 100;

Context sharing avoids duplicate GPU geometry; the expensive tessellation runs once. You can also assign a context after construction: g.context = existingContext.

SVG import and export

Parse SVG markup into the active context with svg():

g.svg(`<svg viewBox="0 0 100 100">
    <circle cx="50" cy="50" r="40" fill="red"/>
</svg>`);

svg() supports paths, basic shapes, and inline styles; complex hole geometries may render inaccurately because Pixi's triangulation is performance-optimized.

Serialize a Graphics or GraphicsContext back to a self-contained SVG document string with graphicsContextToSvg:

import { Graphics, graphicsContextToSvg } from "pixi.js";

const g = new Graphics()
  .rect(0, 0, 100, 50)
  .fill({ color: 0xff0000 })
  .circle(150, 25, 25)
  .stroke({ color: 0x0000ff, width: 4 });

const svgString = graphicsContextToSvg(g, 2);

graphicsContextToSvg(source, precision = 2) is a pure function that reads the context's instructions and returns a complete <svg> string with an auto-computed viewBox. Pass a Graphics or a GraphicsContext; precision controls decimal places on emitted coordinates. Exports every shape-then-fill primitive (advanced ones like regularPoly/filletRect fall back to a shape-path), all path methods, stroke attributes (width, cap, join, miterLimit), fill-opacity/stroke-opacity, and FillGradient (linear and radial) via a <defs> block. Holes collapse into one <path> with fill-rule="evenodd". FillPattern and texture fills have no SVG equivalent: patterns fall through to the fill's solid color, and texture() instructions are skipped entirely. Exported markup roundtrips back through g.svg(...) without cleanup, so you can export, store, and later reimport a shape into another Graphics.

Reusing a GraphicsPath

const arrow = new GraphicsPath()
  .moveTo(0, 0)
  .lineTo(40, 0)
  .lineTo(40, -10)
  .lineTo(60, 10)
  .lineTo(40, 30)
  .lineTo(40, 20)
  .lineTo(0, 20)
  .closePath();

g.path(arrow).fill(0x3498db);
g.translateTransform(80, 0).path(arrow).fill(0xe74c3c);

Graphics.path(graphicsPath) (and GraphicsContext.path()) appends a prebuilt GraphicsPath onto the active path. Build once, draw many times.

Draw-time transforms

Graphics has its own transform stack used while drawing that is separate from the Container transform applied to the rendered output. The drawing methods are renamed to avoid clashing with Container.rotation, Container.scale, Container.position:

Drawing transformContainer transform
g.rotateTransform(angle)g.rotation
g.scaleTransform(x, y?)g.scale.set(x, y)
g.translateTransform(x, y?)g.position.set(x, y)
g.setTransform(matrix) or setTransform(a,b,c,d,tx,ty)g.setFromMatrix(matrix)
g.transform(matrix) or transform(a,b,c,d,tx,ty)n/a
g.getTransform() / g.resetTransform()n/a
const g = new Graphics();

g.translateTransform(100, 100)
  .rotateTransform(Math.PI / 4)
  .rect(-25, -25, 50, 50)
  .fill(0x3498db);

// The square is rotated 45 degrees as it is added to the geometry.
// Setting g.rotation later rotates the entire Graphics on screen.

The drawing transform affects every subsequent shape and path command added to the context. Use save()/restore() to scope it.

State save/restore

g.save();
g.translateTransform(100, 100);
g.rotateTransform(Math.PI / 4);
g.rect(0, 0, 50, 50).fill(0xff0000);
g.restore();

save() pushes the drawing transform, fill style, and stroke style onto a stack; restore() pops them. Graphics exposes save/restore directly, mirroring the underlying GraphicsContext calls.

Default styles via setFillStyle / setStrokeStyle

g.setFillStyle({ color: 0x3498db, alpha: 0.8 }).setStrokeStyle({
  width: 2,
  color: 0x2c3e50,
});

g.rect(0, 0, 100, 100).fill().stroke();
g.circle(150, 50, 40).fill().stroke();

setFillStyle() and setStrokeStyle() configure the default style used by subsequent fill() / stroke() calls when no argument is passed. Read or replace the current style at any time via the fillStyle and strokeStyle getters/setters. Override the library-wide defaults by mutating GraphicsContext.defaultFillStyle and GraphicsContext.defaultStrokeStyle once at startup.

Hit testing

const g = new Graphics().star(100, 100, 5, 60, 30).fill(0xf39c12);
g.eventMode = "static";
g.on("pointermove", (e) => {
  if (g.containsPoint(g.toLocal(e.global))) {
    /* over the star, not just its bbox */
  }
});

Graphics.containsPoint(pointInLocalSpace) runs a topology-aware test against every filled and stroked shape in the context, including holes. Convert global pointer coordinates with toLocal() first.

Cloning, clearing, and bounds

const g = new Graphics().rect(0, 0, 100, 100).fill(0xff0000);

const shallow = g.clone(); // shares the same GraphicsContext
const deep = g.clone(true); // creates an independent context

console.log(g.bounds.width); // 100 - geometry bounds before transforms

g.clear(); // wipes active path, instructions, and transform; fill/stroke styles persist
  • clone() returns a new Graphics that shares the source context (cheap, geometry is reused). Both objects update together if the context changes.
  • clone(true) clones the context as well so the new Graphics can be edited independently.
  • bounds returns the geometry bounds before the Container transform. Useful for layout decisions.
  • clear() resets the context so the same Graphics can be reused. See Common Mistakes below for guidance on when to clear versus when to keep stable geometry.

GraphicsContext utilities

MemberBehavior
ctx.path(graphicsPath)Apply a prebuilt GraphicsPath onto the active path. Reuse one path across many contexts or frames.
ctx.beginPath()Discard the current active path and start a new one without affecting committed instructions.
ctx.setFillStyle(style) / ctx.fillStyleSet or read the default fill style used by subsequent shapes without calling fill().
ctx.setStrokeStyle(style) / ctx.strokeStyleSet or read the default stroke style used by subsequent shapes without calling stroke().
ctx.boundsCached geometry bounds across all fill/stroke/texture instructions.
ctx.clear()Wipe instructions, the active path, and the drawing transform.
ctx.clone()Deep copy including instructions, active path, transform, styles, and stack.
ctx.containsPoint(point)Topology-aware hit test against all filled and stroked shapes (including holes).
ctx.batchModeOne of 'auto', 'batch', 'no-batch' — force or disable batching for the shapes in this context.
ctx.customShaderAssign a Shader to override the default graphics shader.
GraphicsContext.defaultFillStyleStatic fallback used when fill() is called without arguments and no fill style is set.
GraphicsContext.defaultStrokeStyleStatic fallback used when stroke() is called without arguments and no stroke style is set.

GraphicsContext is an EventEmitter that emits update, destroy, and unload events. Subscribe via ctx.on('update' | 'destroy' | 'unload', cb) when tooling or pools need to react to context lifecycle changes.

Common Mistakes

[CRITICAL] Using v7 beginFill/drawRect/endFill

Wrong:

const g = new Graphics().beginFill(0xff0000).drawRect(0, 0, 100, 100).endFill();

Correct:

const g = new Graphics().rect(0, 0, 100, 100).fill(0xff0000);

v8 replaced "set style, draw, end" with "draw shape, then apply style". beginFill/endFill do not exist.

[CRITICAL] Using old shape method names

Wrong:

g.drawCircle(50, 50, 25);

Correct:

g.circle(50, 50, 25);

All draw* methods were renamed in v8: drawRectrect, drawCirclecircle, drawEllipseellipse, drawPolygonpoly, drawRoundedRectroundRect, drawStarstar.

[CRITICAL] Using lineStyle instead of stroke

Wrong:

g.lineStyle(2, 0xffffff);
g.drawRect(0, 0, 100, 100);

Correct:

g.rect(0, 0, 100, 100).stroke({ width: 2, color: 0xffffff });

lineStyle was removed. Use stroke() after drawing the shape. The stroke options object accepts width, color, alpha, cap, join, alignment, miterLimit, and pixelLine.

[HIGH] Using beginHole/endHole for holes

Wrong:

g.beginFill(0x00ff00)
  .drawRect(0, 0, 100, 100)
  .beginHole()
  .drawCircle(50, 50, 20)
  .endHole()
  .endFill();

Correct:

g.rect(0, 0, 100, 100).fill(0x00ff00).circle(50, 50, 20).cut();

beginHole/endHole were replaced by cut(). Draw the outer shape, fill it, then draw the hole shape and call cut().

[HIGH] Using GraphicsGeometry instead of GraphicsContext

Wrong:

const geom = g.geometry;
const clone = new Graphics(geom);

Correct:

const ctx = new GraphicsContext().rect(0, 0, 100, 100).fill(0xff0000);
const g1 = new Graphics(ctx);
const g2 = new Graphics(ctx);

GraphicsGeometry was replaced by GraphicsContext in v8. There is no .geometry property.

[HIGH] Destroying a shared GraphicsContext unexpectedly

const ctx = new GraphicsContext().rect(0, 0, 50, 50).fill(0xff0000);
const g1 = new Graphics(ctx);
const g2 = new Graphics(ctx);

g1.destroy({ context: true }); // also nullifies g2's context reference

Destroying a shared GraphicsContext does not destroy sharing instances but breaks them by nullifying their context reference. When passing a context via the constructor, destroy() with no args preserves the context; use destroy({ context: false }) to be explicit. Only destroy the context when all sharing instances are done with it. A self-owned context (not passed via constructor) is still destroyed by destroy() with no args.

[HIGH] Clearing and redrawing Graphics every frame

Graphics are designed to be stable, not dynamic. Calling clear() and redrawing every frame rebuilds GPU geometry each time. For dynamic visuals:

  • Use Sprite with pre-rendered textures and transform changes.
  • Use cacheAsTexture(true) for complex static graphics.
  • For real-time shape changes, consider Mesh with custom geometry updates.

This is the opposite of HTML Canvas 2D, where redrawing each frame is normal. PixiJS tessellates shapes into GPU triangles, so initial draw is expensive but subsequent renders are fast. Treat Graphics more like SVG elements than canvas draw calls.

[MEDIUM] Do not nest children inside a Graphics

Graphics sets allowChildren = false. Adding children logs a deprecation warning and will be a hard error in a future version. Wrap multiple graphics alongside other leaves in a plain Container:

const group = new Container();
group.addChild(graphics, sprite);

API Reference

Related skills

How it compares

Use pixijs-scene-graphics when the task is vector drawing; pair with pixijs-scene-container for grouping and pixijs-performance for batching.

FAQ

Can Graphics nodes have children in PixiJS v8?

No. Graphics is a leaf; wrap multiple Graphics objects in a Container to group them.

How do holes work with cut()?

Draw the outer shape and fill, draw the hole path completely inside, then call cut(); holes overlapping edges will not render correctly.

Is pixijs-scene-graphics safe to install?

Review the Security Audits panel on this page before installing in production.

This week in AI coding

Five minutes, every Monday - the tools, releases and tactics for developers.

unsubscribe anytime.