Multi-texture sprites stretch to fill entire canvas
Opened this issue · 3 comments
okaybenji commented
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.
dennisbooker commented
i have an example using multitexturing here and i use an atlas to render multitexturing i hope it will help
samme commented
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.