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  1. I just edited this example, and it still does it wrongly. blitter.create(400, 0, frameHotdog).setTint(0x0000ff); makes it red. I use 3.22 (not the latest), however the latest version 3.23 still has the same problem.
  2. I think they are just configured wrongly, since normal images work fine.
  3. Okay, this is hilarious. I tried this out of desperation: actColor=`0x${color.hex[6]}${color.hex[7]}${color.hex[4]}${color.hex[5]}${color.hex[2]}${color.hex[3]}` pixel.setTint(actColor) it worked in every color!
  4. Yes this is a normal image, i am using bobs from blitter. Normal images are fine.
  5. It becomes red.. Also i discovered that most colors are wrong as well, not just red and blue. The only correct colors i can get is magenta and green.
  6. Title says it all. When setTint(0x0000ff), it becomes red. And when setTint(0xff0000), it becomes blue. however, when i do setTint(0xff) it becomes red?
  7. How to make a renderTexture with bigger pixels? i want the "pixel" to be the actual size of the pixel, is that possible? let rt = this.add.renderTexture(0, 0, 1000, 1000); this.input.on('pointermove', function (pointer) { if (pointer.isDown) { rt.draw('pixel', pointer.x, pointer.y); } }, this);