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In calcFrame(), the isBlitting() check sets the flashRect dimensions to zero in the incorrect order:
if (FlxG.render.isBlitting())
{
calcFramePixels();
_flashRect.x = _flashRect.y = 0;
}
In the blitting render this causes some alpha effects to not work correctly depending on a few factors. This can be resolved by moving the flashRect assignment to within the calcFramePixels() function.
protected function calcFramePixels():void
{
framePixels.copyPixels(_pixels, _flashRect, _flashPointZero);
_flashRect.x = _flashRect.y = 0;//Reset rectangle before setting colorTransform
if (_colorTransform != null)
{
framePixels.colorTransform(_flashRect, _colorTransform);
}
}
The text was updated successfully, but these errors were encountered:
Have you tried to run this same fix with the GPU render as well? I remember I had some problems making _flashRect to work properly with both blitting and GPU render.
In
calcFrame()
, theisBlitting()
check sets the flashRect dimensions to zero in the incorrect order:In the blitting render this causes some alpha effects to not work correctly depending on a few factors. This can be resolved by moving the flashRect assignment to within the calcFramePixels() function.
The text was updated successfully, but these errors were encountered: