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Removed the ceil'ing of width and height in base texture #5959
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Grrr, thought this would be an easy one to reproduce - will come back and have a fresh think about why this fixed an issue in my version of the libs and why it's not doing anything here. |
Welcome to the X-Files. I told you about extra Please provide a demo , that way we'll fix it correctly and decide what to do with really fractional realWidth :) |
The base64 encoded image is just a white square in the middle of a few other bits. 0.75x base texture asset, which doesn't work on v5 0.5x base texture asset, which does work on v5 |
Tbf, in this test, even v4 gets the height wrong.... works fine with Texture.WHITE |
Good examples. My Also, resolution=0.9 works for filters just fine: In general , yes, I believe that if we set real dimensions of texture , width/height should be fractional. Good Job! |
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Hold on guys, I found something.
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HEre we go: https://www.pixiplayground.com/#/edit/d~jTog12dqKjAY9K1wBmg
Look in the console.
We need "Math.ceil(x -eps)" in realWidth and realHeight getter. or just Math.round(). What do you think?
I suggest eps=1e-4.
Codecov Report
@@ Coverage Diff @@
## dev #5959 +/- ##
=======================================
Coverage 70.43% 70.43%
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Files 208 208
Lines 10518 10518
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Hits 7408 7408
Misses 3110 3110
Continue to review full report at Codecov.
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As otherwise you lose precision going from one to the other.
Just trying to create some demo's that show up the issue in pixi playground