{"action":"opened","issue":{"url":"https://api.github.com/repos/photonstorm/phaser/issues/2677","repository_url":"https://api.github.com/repos/photonstorm/phaser","labels_url":"https://api.github.com/repos/photonstorm/phaser/issues/2677/labels{/name}","comments_url":"https://api.github.com/repos/photonstorm/phaser/issues/2677/comments","events_url":"https://api.github.com/repos/photonstorm/phaser/issues/2677/events","html_url":"https://github.com/photonstorm/phaser/issues/2677","id":168669545,"number":2677,"title":"Flickering when drawing Groups to RenderTextures","user":{"login":"hexus","id":2626789,"avatar_url":"https://avatars.githubusercontent.com/u/2626789?v=3","gravatar_id":"","url":"https://api.github.com/users/hexus","html_url":"https://github.com/hexus","followers_url":"https://api.github.com/users/hexus/followers","following_url":"https://api.github.com/users/hexus/following{/other_user}","gists_url":"https://api.github.com/users/hexus/gists{/gist_id}","starred_url":"https://api.github.com/users/hexus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/hexus/subscriptions","organizations_url":"https://api.github.com/users/hexus/orgs","repos_url":"https://api.github.com/users/hexus/repos","events_url":"https://api.github.com/users/hexus/events{/privacy}","received_events_url":"https://api.github.com/users/hexus/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-08-01T15:10:53Z","updated_at":"2016-08-01T15:10:53Z","closed_at":null,"body":"This issue is about Pixi, as far as I can tell.\r\n\r\nIn a game I'm developing, I'm rendering a group of objects to a texture as an occlusion map for a lighting engine.\r\n\r\nHowever, since I've added particles to the mix I've noticed some inconsistent results, specifically a flickering of the texture. This throws off my shadow mapping.\r\n\r\nI have reproduced the issue in a little Phaser Sandbox example:\r\n\r\nhttp://phaser.io/sandbox/fGDghJLL/play\r\n\r\n![phaser-render-texture-issue](https://cloud.githubusercontent.com/assets/2626789/17298415/e324c62c-5801-11e6-8223-8f6fb0c85108.gif)\r\n\r\nAnd the effect this has in my game engine:\r\n\r\n![phaser-render-texture-issue-2](https://cloud.githubusercontent.com/assets/2626789/17298585/7467acb2-5802-11e6-9b68-5ce16832c6ed.gif)\r\n\r\nI have a suspicion that this is caused by the bounds of the group changing regularly as the particles travel.\r\n\r\nAnother issue highlighted here is the texture being rendered upside down, which I've had to cater for in shaders later on in my rendering pipeline. A minor inconvenience, but if they were consistently the right way up I could clean up my shaders a little.\r\n\r\n"}}
{"actor":{"display_login":"hexus"}}