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https://github.com/photonstorm/phaser
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Remove the gx/gy rounding (un-needed) and pass the roundPixels value to setQuad
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1 changed files with 5 additions and 15 deletions
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@ -42,7 +42,9 @@ var WebGLPipeline = require('../WebGLPipeline');
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* The default shader uniforms for this pipeline are:
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*
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* `uProjectionMatrix` (mat4)
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* `uMainSampler` (sampler2D array)
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* `uRoundPixels` (int)
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* `uResolution` (vec2)
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* `uMainSampler` (sampler2D, or sampler2D array)
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*
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* If you wish to create a custom pipeline extending from this one, you can use two string
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* declarations in your fragment shader source: `%count%` and `%forloop%`, where `count` is
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@ -373,12 +375,6 @@ var MultiPipeline = new Class({
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var gx = gameObject.x;
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var gy = gameObject.y;
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if (camera.roundPixels)
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{
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gx = Math.floor(gx);
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gy = Math.floor(gy);
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}
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spriteMatrix.applyITRS(gx, gy, gameObject.rotation, gameObject.scaleX * flipX, gameObject.scaleY * flipY);
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camMatrix.copyFrom(camera.matrix);
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@ -401,7 +397,7 @@ var MultiPipeline = new Class({
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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var quad = calcMatrix.setQuad(x, y, x + frameWidth, y + frameHeight);
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var quad = calcMatrix.setQuad(x, y, x + frameWidth, y + frameHeight, camera.roundPixels);
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var getTint = Utils.getTintAppendFloatAlpha;
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var cameraAlpha = camera.alpha;
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@ -555,12 +551,6 @@ var MultiPipeline = new Class({
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y += srcHeight;
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}
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if (camera.roundPixels)
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{
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srcX = Math.floor(srcX);
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srcY = Math.floor(srcY);
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}
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spriteMatrix.applyITRS(srcX, srcY, rotation, scaleX, scaleY);
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camMatrix.copyFrom(camera.matrix);
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@ -583,7 +573,7 @@ var MultiPipeline = new Class({
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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var quad = calcMatrix.setQuad(x, y, x + width, y + height);
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var quad = calcMatrix.setQuad(x, y, x + width, y + height, camera.roundPixels);
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if (textureUnit === undefined)
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{
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