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Strange filter behavior when using WEBGL_MULTI renderer and multitexture: true. #230
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What's the expected outcome for
only? And did it ever work as expected (in v2.7 w/o WEBGL_MULTI or in v2.6)? |
Appears fixed by #641 |
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This Issue is about filter behavior when using WEBGL_MULTI renderer and multitexture: true.
When used as a shader (sprite.shader = filter) it has no effect.
When used as a filter (sprite.filters=[filter]) it works fine.
When used as both a shader and a filter, the sprite is rendered with strange colors.
When used as a filter on a sprite that shares a texture with another sprite, the second sprite (without the filter) is not rendered correctly.
When used as a filter, and then a shader with both shared and unshared textures, it works correctly (but sprite with filter does not render child elements, while sprite with shader does).
This issue is related to / duplicate of #211 but with more examples of the behaviors.
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