I already checked those iso demos, however those are really simple one, using a few texture atlases. I had 128 tile textures/sprites and the FPS was under 15 FPS. Has anyone benchmarked the new renderer? I mean how it performs while rendering "many" different sprites/textures. Is there some kind of viewport/camera culling implemented?
Anyway, I solved the performance problem by using texture packer (however I had a good reason why I didn't use a texture atlas in first place).
Another problem, I just switched to beta.18 and it seems that interactive objects are picked incorrectly, when you click on sprite that has texture from texture atlas where the frame was trimmed.
Example:
{
"frames": {
"example": {
"frame": {
"h": 159,
"w": 40,
"x": 0,
"y": 0
},
"rotated": false,
"sourceSize": {
"h": 159,
"w": 40
},
"spriteSourceSize": {
"h": 159,
"w": 40,
"x": 39,
"y": 130
},
"trimmed": true
}
}
}
Then I add the example sprite at 0x0 and Phaser places the sprite at 39x130 (as defined in spriteSourceSize prop). When I click anywhere from 0x0 to 39x130, ie. where is visually no sprite, I get gameobjectdown event.
this.input.on('gameobjectdown', (pointer, gameObject) => {
gameObject.setTint(Math.random() * 16000000);
});
I believe that there is problem with the bounding rect not being updated/calculated correctly.
Sorry for bad English.