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roundPixels on a per-Sprite basis?


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This topic seems to be mentioned a lot on these forums:





Now I have similar question.


Originally I started out by having this set to true to ensure I had crisp textures. But I added some slow-moving clouds to my background and this caused them to jitter, obviously they're move so slowly that when their position was rounded, it caused movement that was larger than it should have been


Is there a way I can allow certain sprites to be rendered at sub-pixel values (and be aliased) while the rest follow the global game.renderer.renderSession.roundPixels = true ?


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Well... As a dirty hack I've added the following to my Cloud sprite class:

_renderWebGL(renderSession:PIXI.RenderSession) {    renderSession.roundPixels = false;    super._renderWebGL(renderSession);    renderSession.roundPixels = true;}_renderCanvas(renderSession:PIXI.RenderSession) {    renderSession.roundPixels = false;    super._renderCanvas(renderSession);    renderSession.roundPixels = true;}

This does the trick, but ideally it would be a property on the Sprite itself, along with checking the global setting: https://github.com/photonstorm/phaser/blob/c9c85330ab60547b39ba4c9400c258ed7fb2a317/src/pixi/display/Sprite.js#L423

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