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keep our filter matrix context while processing shaders

ncannasse 9 年之前
父節點
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d0b0e4599c
共有 1 個文件被更改,包括 4 次插入3 次删除
  1. 4 3
      h2d/Sprite.hx

+ 4 - 3
h2d/Sprite.hx

@@ -543,9 +543,6 @@ class Sprite {
 		for( c in childs )
 			c.drawRec(ctx);
 		ctx.flush();
-		shader.filterMatrixA.load(oldA);
-		shader.filterMatrixB.load(oldB);
-		@:privateAccess ctx.inFilter = oldF;
 
 		var final = h2d.Tile.fromTexture(t);
 		final.dx = xMin;
@@ -560,6 +557,10 @@ class Sprite {
 			final.dy = yMin;
 		}
 
+		shader.filterMatrixA.load(oldA);
+		shader.filterMatrixB.load(oldB);
+		@:privateAccess ctx.inFilter = oldF;
+
 		ctx.popTarget();
 
 		ctx.globalAlpha = oldAlpha * alpha;