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On Android using a filter that uses a Sprite as a input seems to make the graphic vanish. I am not sure when this issue started but I can confirm from 2.14.0 + it occurs. I found this issue reported in the past here as well #554 . Looking at the example at https://phaser.io/examples/v2/filters/blur the blur filter renders, but this example page seems to always use 2.6.2 regardless of what you select as the Phaser version (checked the console). Looking at https://samme.github.io/phaser-examples-mirror/filters/blur.html which renders with 2.17.0 nothing renders on Android. The same is true with all the filters that use sprites as a input (pixelate, gray, basic). Other filters that do not modify a PIXI/Phaser sprites appearance seem to work (fireball, rainbow bars, etc.). On desktop and iOS the filters seem to render correctly.
Phaser versions: 2.15.0 - 2.17.0
Additionally on desktop applying a filter on a sprite corrupts graphics in a batch when multiTexture: true is enabled. The filter I am using is a ColorMatrix filter I sourced from the PIXI 2.0 filters. The filter renders correctly with multiTexture: false . I have attached some screen shots showing the issue with multiTexture batching enabled.
The text was updated successfully, but these errors were encountered:
Phaser versions: 2.14.0 +
On Android using a filter that uses a Sprite as a input seems to make the graphic vanish. I am not sure when this issue started but I can confirm from 2.14.0 + it occurs. I found this issue reported in the past here as well #554 . Looking at the example at https://phaser.io/examples/v2/filters/blur the blur filter renders, but this example page seems to always use 2.6.2 regardless of what you select as the Phaser version (checked the console). Looking at https://samme.github.io/phaser-examples-mirror/filters/blur.html which renders with 2.17.0 nothing renders on Android. The same is true with all the filters that use sprites as a input (pixelate, gray, basic). Other filters that do not modify a PIXI/Phaser sprites appearance seem to work (fireball, rainbow bars, etc.). On desktop and iOS the filters seem to render correctly.
Phaser versions: 2.15.0 - 2.17.0
Additionally on desktop applying a filter on a sprite corrupts graphics in a batch when multiTexture: true is enabled. The filter I am using is a ColorMatrix filter I sourced from the PIXI 2.0 filters. The filter renders correctly with multiTexture: false . I have attached some screen shots showing the issue with multiTexture batching enabled.
The text was updated successfully, but these errors were encountered: