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Looks similar to this issue (which was apparently fixed): #3643
When I use sprite.setTint(0xff0000), the sprite is tinted red as expected:
sprite.setTint(0xff0000)
However, when drawing the frame to a render texture with renderTexture.draw(frame, 0, 0, 1, 0xff0000), the texture is tinted blue:
renderTexture.draw(frame, 0, 0, 1, 0xff0000)
I added a crude function to swap the red and blue values, and the output looks correct:
export const invertRB = (colour: number) => { const [r,g,b] = colour.toString(16).padStart(6, '0').match(/[\w]{2}/g); return parseInt([b,g,r].join(''), 16); }
The text was updated successfully, but these errors were encountered:
Sorry for the delay in responding, but I can confirm this is definitely working properly now (and has been for a few versions)
Sorry, something went wrong.
Drawing a frame via draw, drawFrame or batchDrawFrame and speci…
draw
drawFrame
batchDrawFrame
ead9de5
…fying a `tint` value would inverse the Red and Blue channels. These are now handled properly. Fix #5509
-> unification for players
f74af52
-> render brush in specific color -> random player from server (with different color) -> fix BUG with phaser with brush color phaserjs/phaser#5509
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Description
Looks similar to this issue (which was apparently fixed): #3643
Example Test Code
When I use
sprite.setTint(0xff0000)
, the sprite is tinted red as expected:However, when drawing the frame to a render texture with
![image](https://user-images.githubusercontent.com/3775267/104824968-a262a800-584e-11eb-8ef0-df6c69bd3bfe.png)
renderTexture.draw(frame, 0, 0, 1, 0xff0000)
, the texture is tinted blue:I added a crude function to swap the red and blue values, and the output looks correct:
The text was updated successfully, but these errors were encountered: