Icugix 0 Report post Posted September 1, 2016 Hi to everybody, i'm testing phaser (v2.6.2) writing some simple codes, during the last one i've noticed a strange behaviour, check the jsfiddle: https://jsfiddle.net/7863Lx90/2/ Only initializing with Phaser.WEBGL or AUTO if you move with the arrows the sprite to the left (or top) border the sprite become smoothed, why this happens? Thank you very much for your help. Update 1: if someone needs more info please ask, thank you. Best regards Quote Share this post Link to post Share on other sites
symof 44 Report post Posted September 3, 2016 https://jsfiddle.net/7863Lx90/8/ It requires gameObjects.s1.texture.baseTexture.scaleMode = PIXI.scaleModes.NEAREST; Because you are scaling up the spritesheet. Quote Share this post Link to post Share on other sites
Icugix 0 Report post Posted September 3, 2016 Hi symof, thank you for your help, your fix seems to work but partially, unfortunately in Phaser.WEBGL mode the sprite seems to be cutted in some way if you move to the left border, i've changed the spritesheet, the problem (is it a bug?) is more visible with small sprites (now i use 16x18), check: https://jsfiddle.net/7863Lx90/14/ Thank you Quote Share this post Link to post Share on other sites
Icugix 0 Report post Posted September 4, 2016 (edited) I've uploaded a gif to show better the problem... There is a bug in my code that do this ? No one has an idea ? Thank you Edited September 4, 2016 by Icugix Gif doesn't loop Quote Share this post Link to post Share on other sites
samme 719 Report post Posted September 4, 2016 1 hour ago, Icugix said: I've uploaded a gif to show better the problem... I've seen the same problem w/ Phaser 2.4 when I used scaleModes.NEAREST or setImageRenderingCrisp() (not exactly sure). Quote Share this post Link to post Share on other sites
Icugix 0 Report post Posted September 5, 2016 I confirm, I also made some tests with earlier versions of phaser and it happens again... Maybe it's a bug to report ? Quote Share this post Link to post Share on other sites
samme 719 Report post Posted September 6, 2016 You should set antialias: false in your Game constructor. You can then remove the `baseTexture.scaleMode` assignment. Quote Share this post Link to post Share on other sites
Icugix 0 Report post Posted September 7, 2016 I don't want the antialiasing on the sprites, however i've tried your solution (https://jsfiddle.net/7863Lx90/19/) but it does not work, this is the result (unwanted antialising): Any idea to get the same results of the initialization with Phaser.CANVAS? Quote Share this post Link to post Share on other sites
samme 719 Report post Posted September 7, 2016 Oops I meant set antialias: false. D: See https://jsfiddle.net/sj98t97e/3/ Unfortunately browsers may smooth the WebGL canvas when it's scaled. Canvas.setImageRenderingCrisp() prevents that in some browsers (Chrome) but not others. Quote Share this post Link to post Share on other sites
Icugix 0 Report post Posted September 8, 2016 Ok samme thanks for your hints, i get the same results also in Chrome 53.0.2785.101 (Windows 7 64 bit), i'm hoping for a better result in the next versions of the browsers. Quote Share this post Link to post Share on other sites