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Multi-texture sprites stretch to fill entire canvas #231

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okaybenji opened this issue May 23, 2017 · 3 comments
Open

Multi-texture sprites stretch to fill entire canvas #231

okaybenji opened this issue May 23, 2017 · 3 comments
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@okaybenji
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This Issue is about

  • A bug in the API:
    • Phaser version(s): Phaser CE v2.7.10
    • Live example: https://codepen.io/okaybenji/pen/JNxRZL
    • What should happen: The sprite should render at its default size.
    • What happens instead: The sprite stretches to fill the entire canvas.

I don't believe this is the expected behavior, because if you don't set the texture priority, the sprite renders at its default size.

@samme samme added the bug label May 24, 2017
@dennisbooker
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dennisbooker commented May 27, 2017

i have an example using multitexturing here and i use an atlas to render multitexturing i hope it will help

@samme
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samme commented Jun 15, 2017

The original sprite is actually rendered correctly (it's behind the huge one). The huge sprite is game.debug.sprite with the wrong texture drawn on it.

@samme
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samme commented Jan 19, 2020

Appears fixed by #641

https://codepen.io/samme/pen/gObQPZd

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