New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
transparent rendering seems to require premultiplied alpha for parity between renderers #469
Comments
Hi @luciangames - just fixed this one - turns out I needed to clear the buffer using |
I'm afraid not, Matt. The canvas and gl renderers still look different But I definitely think it's better to explicitly pass a numeric alpha Maybe just remove that "if" statement, and change the alpha parameter to Anyway that's a separate issue, and this one is still unresolved. (Sorry. I appreciate you!) |
hehe no worries, would be good to get this properly licked! It seems ok for me, in the 3 browsers I get this: Keen to know how this example looks for you? thanks @luciangames ! |
I wrote a little example to illustrate the difference between renderers (of http://codepen.io/anon/pen/aHCwx This example is loading pixi from If it weren't for this new bug, you'd see that a transparent sprite looks In the screenshots you posted (I'm not sure where the example lives at this Thanks! |
@luciangames The code pen you posted looks good to me in FF and Chrome, are you still seeing an issue? Can you give us a screenshot? |
righto! should be sorted now :) |
Oh, good. High five. minimal . abstract . strategy On Fri, Jan 24, 2014 at 5:15 AM, Mat Groves notifications@github.comwrote:
|
This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs. |
When using transparent renderers, the WebGL and Canvas renderers show visible disparity. (Forum topic 2476)
Setting premultipliedAlpha to true in the WebGL context options (the default if left unspecified) fixes it.
The text was updated successfully, but these errors were encountered: