From f96b557f4c945314edf01fa38b65a88c3c2caa13 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Tue, 7 Nov 2023 18:37:34 +0000 Subject: [PATCH] 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. --- src/renderer/webgl/pipelines/MultiPipeline.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/renderer/webgl/pipelines/MultiPipeline.js b/src/renderer/webgl/pipelines/MultiPipeline.js index f7a7e17a24..b8d1033e90 100644 --- a/src/renderer/webgl/pipelines/MultiPipeline.js +++ b/src/renderer/webgl/pipelines/MultiPipeline.js @@ -397,7 +397,7 @@ var MultiPipeline = new Class({ // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); - var quad = calcMatrix.setQuad(x, y, x + frameWidth, y + frameHeight, camera.roundPixels); + var quad = calcMatrix.setQuad(x, y, x + frameWidth, y + frameHeight, false); var getTint = Utils.getTintAppendFloatAlpha; var cameraAlpha = camera.alpha;