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Multi-texture sprites stretch to fill entire canvas #231

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Description

@okaybenji

This Issue is about

  • A bug in the API:
    • Phaser version(s): Phaser CE v2.7.10
    • Live example: https://codepen.io/okaybenji/pen/JNxRZL
    • What should happen: The sprite should render at its default size.
    • What happens instead: The sprite stretches to fill the entire canvas.

I don't believe this is the expected behavior, because if you don't set the texture priority, the sprite renders at its default size.

Activity

  1. dennisbooker commented on May 27, 2017

    @dennisbooker

    i have an example using multitexturing here and i use an atlas to render multitexturing i hope it will help

  2. samme commented on Jun 15, 2017

    @samme
    Collaborator

    The original sprite is actually rendered correctly (it's behind the huge one). The huge sprite is game.debug.sprite with the wrong texture drawn on it.

  3. samme commented on Jan 19, 2020

    @samme
    Collaborator
  4. reopened this on Mar 5, 2020
  5. pinned this issue on Oct 24, 2026
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