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Container transformations don't apply when rendering on texure?


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I try to render a container over a renderable texture, but the container transformations simply do not apply on the sprites inside. You can see it happens by taking the following code:

var renderer = PIXI.autoDetectRenderer(800, 600,{backgroundColor : 0x1099bb});

// create the root of the scene graph
var stage = new PIXI.Container();

// create a new Sprite using the texture
var texture = PIXI.Texture.fromImage('_assets/basics/bunny.png');
var bunny = new PIXI.Sprite(texture);

// move the sprite to the center of the screen
bunny.position.x = 200;
bunny.position.y = 150;

// create render texture and sprite
var render_texture = new PIXI.RenderTexture(renderer, 800, 800);
var render_texture_sprite = new PIXI.Sprite(render_texture);
stage.addChild (render_texture_sprite);

// create a container and add sprite to it
var container = new PIXI.Container();

// these transformations will NOT apply, for some reason..
container.scale.x = 100;
container.position.y = 100;
// ????

// start animating
function animate() {


And paste it here http://pixijs.github.io/examples/


Is this a bug? or expected behavior?  How do I make the container apply its transformations on the sprite?



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answering self: looking at PIXI code I saw that when rendering on texture they have these lines:

// reset the matrix of the displatyObject..

displayObject.currentBounds = null;

that reset the container transformations, but I don't see them updating transform after that. however, later they do:


for (i = 0, j = children.length; i < j; ++i)

So what I ended up trying (and it worked): I pushed my container into another empty container, and I rendered the parent container on the texture. This way all transformations apply. 


This still looks like a bug though. what do you think?

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That's correct solution, though I dont know if its a bug or feature. It depends on how do you understand local coordinates. If we consider that GLOBAL = worldTransform * LOCAL, then getLocalBounds(), renderTexture and cacheAsBitmap work as intended, because worldTransform does not affect local coords.

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