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The MultiPipeline.batchSprite
method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels
when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.
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@ -397,7 +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, camera.roundPixels);
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var quad = calcMatrix.setQuad(x, y, x + frameWidth, y + frameHeight, false);
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var getTint = Utils.getTintAppendFloatAlpha;
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var cameraAlpha = camera.alpha;
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