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Logic for TilemapLayer.skipCull
seems to be backwards.
#5524
Comments
Tried out an implementation of
And it seems to work. This is using the ES10 |
@gammafp - Are there any guidelines or requirements around which JS APIs we need to build phaser against? If I get an answer to this then I can go ahead and submit a PR. |
I think IE 10 is the minimum. |
Thank you for submitting this issue. We have fixed this and the fix has been pushed to the |
Version
Description
I have an issue where tiles in a TilemapLayer are culled unexpectedly. In order to verify this I want to ignore all culling for the TilemapLayer (e.g. render all tiles). I would expect that setting
skipCull = true
would result in no culling occurring so all tiles will be rendered.For consistency with the culling done by the camera system (see logic in BaseCamera here) the Tilemap cull functions like IsometricCullTiles should return all tiles when
skipCull
is true, but they currently return no tiles.Tiles being culled is a separate issue related to putting a TileMapLayer in a container. See #5494 (comment) for a bit more detail on that problem. I believe that's unrelated to this specific skipCull issue.
Example Test Code
No tiles are rendered. Change to
setSkipCull(false)
renders tiles (and culls some of them).Additional Information
Rename skipCull to disableCull. Update cull function in TilemapLayer to return all tiles if disableCull is true.
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