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Changes to FlxStrip break FlxTiledSprite #2694
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Gonna do some testing, soon, but ill likely revert the breaking PR around monday. Sorry about this |
I think this is due to the fact that if (!repeat && shader != null)
camera.canvas.graphics.beginShaderFill(shader);
else
camera.canvas.graphics.beginBitmapFill(graphics.bitmap, null, repeat, (camera.antialiasing || antialiasing)); It only has the downside that only one of What do you guys think? |
This would work for fixing the issue but obviously make for inconsistent behavior. Make sure the change is well-documented, and ideally look into potentially modifying |
…eFlixel#2694 - The repeat field in FlxDrawTrianglesItem will specify if the bitmap will be repeated (or tiled) during rendering. - As of this commit, FlxDrawTrianglesItem will use bitmapFill instead of shaderFill if repeat is set to true. This should potentially fix issues like HaxeFlixel#2694 where drawing tiled sprites would not work when drawing with shaderFill - This would also disallow shaders for any FlxDrawTrianglesItem instance with repeat set to true.
* Fixes to FlxStrip rendering (fixes #2694) * Removed an extra whitespace * Cleanup after merge * convert tabs to spaces, indent nested #ifs Co-authored-by: George FunBook <[email protected]>
With the addition of changes made by @UncertainProd in #2671, FlxTiledSprite no longer renders properly. The tiled sprite is now stretched out instead of repeated over the sprite's width.
I considered posting this issue to
flixel-addons
, but no changes were made to FlxTiledSprite; rather, the code change to FlxStrip has caused an issue which potentially affects anything using FlxStrip.Code snippet reproducing the issue:
https://github.com/MasterEric/FlxTiledSprite-TestBench
Observed behavior:
Expected behavior:
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