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TransformMatrix.setQuad
has been fixed so it no longer rounds the quad dimensions, only the x/y coordinates. This fixes a bug where it could give slightly different (+- 1px) sized textures based on how the dimensions were rounded when using roundPixels
on the camera. Fix #6874
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1 changed files with 38 additions and 16 deletions
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@ -936,33 +936,55 @@ var TransformMatrix = new Class({
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var e = matrix[4];
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var f = matrix[5];
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// Compute the unrounded positions for the quad
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var x0 = x * a + y * c + e;
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var y0 = x * b + y * d + f;
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var x1 = x * a + yh * c + e;
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var y1 = x * b + yh * d + f;
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var x2 = xw * a + yh * c + e;
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var y2 = xw * b + yh * d + f;
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var x3 = xw * a + y * c + e;
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var y3 = xw * b + y * d + f;
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if (roundPixels)
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{
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quad[0] = Math.floor((x * a + y * c + e) + 0.5);
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quad[1] = Math.floor((x * b + y * d + f) + 0.5);
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// Round the top-left corner
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var rx0 = Math.floor(x0 + 0.5);
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var ry0 = Math.floor(y0 + 0.5);
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quad[2] = Math.floor((x * a + yh * c + e) + 0.5);
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quad[3] = Math.floor((x * b + yh * d + f) + 0.5);
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// Calculate the offset caused by rounding
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var dx = rx0 - x0;
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var dy = ry0 - y0;
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quad[4] = Math.floor((xw * a + yh * c + e) + 0.5);
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quad[5] = Math.floor((xw * b + yh * d + f) + 0.5);
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// Adjust the other corners by the same offset
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quad[0] = rx0;
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quad[1] = ry0;
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quad[6] = Math.floor((xw * a + y * c + e) + 0.5);
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quad[7] = Math.floor((xw * b + y * d + f) + 0.5);
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quad[2] = x1 + dx;
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quad[3] = y1 + dy;
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quad[4] = x2 + dx;
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quad[5] = y2 + dy;
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quad[6] = x3 + dx;
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quad[7] = y3 + dy;
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}
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else
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{
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quad[0] = x * a + y * c + e;
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quad[1] = x * b + y * d + f;
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quad[0] = x0;
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quad[1] = y0;
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quad[2] = x * a + yh * c + e;
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quad[3] = x * b + yh * d + f;
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quad[2] = x1;
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quad[3] = y1;
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quad[4] = xw * a + yh * c + e;
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quad[5] = xw * b + yh * d + f;
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quad[4] = x2;
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quad[5] = y2;
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quad[6] = xw * a + y * c + e;
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quad[7] = xw * b + y * d + f;
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quad[6] = x3;
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quad[7] = y3;
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}
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return quad;
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