Using Pixi v8.19.0, NeutrinoParticles.js v1.1.1 :
Both the Fire01 and Birds samples were tested on desktop and mobile devices with the pixi renderer set to WebGL2. Desktop was fine, but not the mobile. 2 different problems on the mobile, the fire was rendering blue and the birds not at all (in fact it turned out to be rendering to a very small area). Forcing WebGL1 use solved the problem on the mobile and the particle effects rendered as expected. The mobile device was a Pixlel8 Pro (MALI-G715 gpu)
furthermore, I compared the data sent to the gpu and it was bit for bit identical across the desktop/mobile, so the input was the same, reading back pixel data did show some difference. Further testing showed some difference in device handling of clamped colour values for the fire example and vertex handling for the birds example. Because pixi switches its pipeline between gl1/gl2 renderers, it was not possible to isolate the fault to either pixi or NP. Also, there were occasional initial GL_INVALID_OPERATION errors seen when using WegGL2 on the mobile device.
Using Pixi v8.19.0, NeutrinoParticles.js v1.1.1 : Both the Fire01 and Birds samples were tested on desktop and mobile devices with the pixi renderer set to WebGL2. Desktop was fine, but not the mobile. 2 different problems on the mobile, the fire was rendering blue and the birds not at all (in fact it turned out to be rendering to a very small area). Forcing WebGL1 use solved the problem on the mobile and the particle effects rendered as expected. The mobile device was a Pixlel8 Pro (MALI-G715 gpu)
furthermore, I compared the data sent to the gpu and it was bit for bit identical across the desktop/mobile, so the input was the same, reading back pixel data did show some difference. Further testing showed some difference in device handling of clamped colour values for the fire example and vertex handling for the birds example. Because pixi switches its pipeline between gl1/gl2 renderers, it was not possible to isolate the fault to either pixi or NP. Also, there were occasional initial GL_INVALID_OPERATION errors seen when using WegGL2 on the mobile device.