Comments (4)
Nite that negative x scales are not supported so unsure how this should be treated
Ah interesting. The note says that scale.x = -1
will be converted to scale.y = -1; rotation = 180
, and when I look at the remote inspector, I see that the node is flickering between
scale.y = -1
rotation = 180
and
scale.y = 1
rotation = 180
if I flip the node2D by setting scale.y
and rotation
instead of scale.x
, the flickering doesn't happen. And if I use scale.x
in conjunction with translate()
or position
, the flickering doesn't happen
Even though "scale.x = -1" is technically unsupported, this seems like the only edge case where the compatibility code doesn't work right. If it's fixable, I think that'd be a big win
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If I was to guess I'd say this likely isn't an edge case but rather the entirety of the limitation, it doesn't necessarily convert anything, I'd say it's more that there's no way to tell the difference with the way we encode 2D transformations, but investigating if there's a specific issue here, rather than just the broader limitation, is a good idea, but otherwise this would fall under that broader discussion about changes to the 2D core mathematics which has a lot of things to consider, which I can't find any ongoing discussion for at the moment
But I'd say that the approach would be to avoid using or relying on any behavior with scale.x == -1
because of the limitations and potential weird behavior in a case that's not officially supported
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Some more information: I was able to reproduce the flickering problem in 3D on Godot 3.0. I wonder if it was a bug which has been fixed for 3D but 2D was overlooked at the time
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Nite that negative x scales are not supported so unsure how this should be treated
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Related Issues (20)
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