I`m using Starling and after updating to latest OpenFL/Lime one feature seems to be broken (comparing to previous version) - sprite rectangular masks. I checked rendering up to setting Scissor mask on context Context3D
// private var _context:Context3D;
_context.setScissorRectangle(sScissorRect);
sScissorRect seems to be correct (like before, nothing changes), but instead of proper rectangular area, it is seems to be a partial square. Target is HTML5
UPD: Strangely this happens on MacOs, but not on Windows (with the same HTML target)
any advice / any special fixes needed for scissors to work as before? //
Some additional discoveries: the problem seems to be in window scale handling. Seems it is handled ok in every place EXCEPT scissor rect. On Mac scissor rect is exactly half of needed size. On windows exactly the same html5 code works fine. Same rect for scissorRect, same everything and no problems with mask. The difference is on MacOs “this.__stage.window.__scale” == 2. On windows it is 1. Looking at changelog seems this is related to “HI DPI” support.
The problem is in line in AppMain.js. scissorWidth, scissorHeight needs to be adjusted (as well as X/Y? probably)
This definitely sounds like a bug in the new scaling code. As a workaround, you might be able to use the openfl_dpi_aware define, which should restore the old behavior.
but strangely some text labels (via openfl.text.TextField) started to draw itself at (X*0.5, Y*0.5) positions (no code was changed, so this is obviously side effect of define) //
This definitely sounds like a bug in the new scaling code
Should i create issue or something? i can try to make pr for this, but seems scissor code is intermixed with some backbuffer renderings source paths - so not sure for the possible side effects for direct scale adjustments //