cloakedninjas Posted December 2, 2015 Share Posted December 2, 2015 This topic seems to be mentioned a lot on these forums: http://www.html5gamedevs.com/topic/15167-sprite-jittering-on-velocity/?hl=roundpixelshttp://www.html5gamedevs.com/topic/12485-sprite-jittering-with-camera-follow/ Now I have similar question. Originally I started out by having this set to true to ensure I had crisp textures. But I added some slow-moving clouds to my background and this caused them to jitter, obviously they're move so slowly that when their position was rounded, it caused movement that was larger than it should have been Is there a way I can allow certain sprites to be rendered at sub-pixel values (and be aliased) while the rest follow the global game.renderer.renderSession.roundPixels = true ? Link to comment Share on other sites More sharing options...
cloakedninjas Posted December 2, 2015 Author Share Posted December 2, 2015 Well... As a dirty hack I've added the following to my Cloud sprite class:_renderWebGL(renderSession:PIXI.RenderSession) { renderSession.roundPixels = false; super._renderWebGL(renderSession); renderSession.roundPixels = true;}_renderCanvas(renderSession:PIXI.RenderSession) { renderSession.roundPixels = false; super._renderCanvas(renderSession); renderSession.roundPixels = true;}This does the trick, but ideally it would be a property on the Sprite itself, along with checking the global setting: https://github.com/photonstorm/phaser/blob/c9c85330ab60547b39ba4c9400c258ed7fb2a317/src/pixi/display/Sprite.js#L423 Skeptron and mariogarranz 2 Link to comment Share on other sites More sharing options...
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