[ ] Its worth noting Performance-wise filters can be pretty expensive if used too much in a single scene. The following happens under the hood when a filter is applied:
.1. Break the current batch
.2. The target is measured using getGlobalBounds (recursively go through all children and figure out how big the object is)
.3. Get the closest Po2 Textures from the texture pool
.4. Render the target to that texture
.5. Render that texture back to the main frame buffer as a quad using the filters program.
.1. Break the current batch .2. The target is measured using getGlobalBounds (recursively go through all children and figure out how big the object is) .3. Get the closest Po2 Textures from the texture pool .4. Render the target to that texture .5. Render that texture back to the main frame buffer as a quad using the filters program.