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starling-filters's Issues

Error #3753: Rectangle or cube textures require textures sampling to be set to clamp.

Hi there!

I got into an error I really don't understand and I thought I'd ask here! The thing is that I'm using a SineFilter on a 64x64 image on my game and it just goes fine when playing on a 1x textures device (non-retina), but when I try to do exactly the same with a 2x device (128x128 image) the Context3D crashes showing the following error:

Error #3753: Rectangle or cube textures require textures sampling to be set to clamp.
at flash.display3D::Context3D/drawTriangles()

I don't quite understand the error because it's actually using the same texture size but only on a 2x device (this happens even on the pc simulator).

Hope you can help me with this! And thank you by the way for such nice Filters you have made!

NoiseFilter artifact on mobile

On mobile (tested on android sm-t700 and Nexus 7, iOS iPad mini 2), the noise filter create line artifact that are almost horizontal (slightly tilt up on the right).

Context3DProfile.BASELINE, SDK 1.8.

Any clue?

FlashlightFilter only work on 0,0 (Starling v2.3)

I am trying to create a flashlight that moves around my Sprite, but when I change the x or y properties, the flashlight effect disappear. Creating the filter with x or y not equal to zero also does not render...

public class Game extends Sprite {
...

var flash:FlashlightFilter = new FlashlightFilter(0,0,45);

this.filter = flash;

...

[Starling] Context ready. Display Driver: DirectX11 (Baseline Extended)

Tested with SDK AIR 28.0.0 or SDK Flex 4.6.0, AIR 3.1 with same results...

Can't make “GodRays” filter to work

Greetings, mr Wolfgang.

I'm trying to apply GodRays filter to stage, sprites, images: no effects, the only reaction is on changing .exposure property. DisplayObject is just becoming more dark/illuminated. Maybe you're familiar with this situation.

[Starling] Display Driver: OpenGL (Baseline Extended), Starling version is 1.6. Tried to launch with Flash Player 12, 13 and 15.

PixelateFilter and clipRect

Hi Devon

First things first: Your filters really, really rock! Thanks a lot for sharing! :)

I played around with the PixelateFilter and stumbled across a strange behavior: When I use the PixelateFilter in combination with a clipRect, I get a transparent gap on the left/upper side. The size of the gap equals pixelSize set in the filter.

Here's some code to reproduce. It results in a 3 pixel (filter.pixelSize - clipRect.x) gap on the left side.

// clipped sprite 
var box:Sprite = new Sprite();
box.clipRect = new Rectangle(1, 0, 40, 40); // set y to 1 for 'upper gap'
addChild(box);

// adding image to clipped sprite
var img:Image = new Image(myTexture);
img.filter = new PixelateFilter(4);
box.addChild(img);

As I do not have a clue of AGAL, I'm really helpless with this one… Do you have any idea?

Thanks, René

Compatible for Starling V2?

Hi Devon,

I was wondering if this filter will be compatible with the new release V2 of Starling ?

All the best!

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