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Hi, I think I've found an issue with the normal map spot light. Either that or I've done something daft in my code. I believe the spot light system correctly selects which pixels to illuminate, but it doesn't consider the sprite's rotation, only the pixel normal value, when calculating per pixel lightness. This only becomes apparent when a sprite is rotated, and it is difficult to demonstrate when using very flat normal maps, like in this spot light demo http://labs.phaser.io/view.html?src=src\game objects\lights\spotlight.js You can see my below code snippet running here https: