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

This commit is contained in:
Richard Davey 2024-09-17 19:01:10 +01:00
parent 4cfa44dce4
commit 3a74008e30

View file

@ -936,33 +936,55 @@ var TransformMatrix = new Class({
var e = matrix[4];
var f = matrix[5];
// Compute the unrounded positions for the quad
var x0 = x * a + y * c + e;
var y0 = x * b + y * d + f;
var x1 = x * a + yh * c + e;
var y1 = x * b + yh * d + f;
var x2 = xw * a + yh * c + e;
var y2 = xw * b + yh * d + f;
var x3 = xw * a + y * c + e;
var y3 = xw * b + y * d + f;
if (roundPixels)
{
quad[0] = Math.floor((x * a + y * c + e) + 0.5);
quad[1] = Math.floor((x * b + y * d + f) + 0.5);
// Round the top-left corner
var rx0 = Math.floor(x0 + 0.5);
var ry0 = Math.floor(y0 + 0.5);
quad[2] = Math.floor((x * a + yh * c + e) + 0.5);
quad[3] = Math.floor((x * b + yh * d + f) + 0.5);
// Calculate the offset caused by rounding
var dx = rx0 - x0;
var dy = ry0 - y0;
quad[4] = Math.floor((xw * a + yh * c + e) + 0.5);
quad[5] = Math.floor((xw * b + yh * d + f) + 0.5);
// Adjust the other corners by the same offset
quad[0] = rx0;
quad[1] = ry0;
quad[6] = Math.floor((xw * a + y * c + e) + 0.5);
quad[7] = Math.floor((xw * b + y * d + f) + 0.5);
quad[2] = x1 + dx;
quad[3] = y1 + dy;
quad[4] = x2 + dx;
quad[5] = y2 + dy;
quad[6] = x3 + dx;
quad[7] = y3 + dy;
}
else
{
quad[0] = x * a + y * c + e;
quad[1] = x * b + y * d + f;
quad[0] = x0;
quad[1] = y0;
quad[2] = x * a + yh * c + e;
quad[3] = x * b + yh * d + f;
quad[2] = x1;
quad[3] = y1;
quad[4] = xw * a + yh * c + e;
quad[5] = xw * b + yh * d + f;
quad[4] = x2;
quad[5] = y2;
quad[6] = xw * a + y * c + e;
quad[7] = xw * b + y * d + f;
quad[6] = x3;
quad[7] = y3;
}
return quad;