Anchor ranges and bounds

I have a question regarding anchors and how they are calculated.

The docs say that the anchor values are in a range of 0 to 1, with 0 being the left / top edge of the bound.

My question is - how is this being calculated?

I ask due to all the glitches I’ve seen from doing my quad distortions.

For example, if I set the X and Y of a sprite to 0, 0, and the anchors to 0, 0 as well, and then distort the image so that it is a funny shape somewhere in the center of the screen (but not touching the top or left edges) then all kind of funny things happen.

The same goes for my road sections in the racey demo: The ‘top left’ corner of each section of road is actually not at the left edge (due to perspective the bottom left corner is actually further to the left pixel-wise than the top left).

Now, while in both cases the shape gets drawn correctly, they do exhibit various odd graphical and culling glitches.

It begs the question - how exactly and when does corona calculate the bound of the shape, and how does this affect both anchors and culling?

This seems like a culling bug where we don’t account for the quad distortion (and just use the undistorted quad bounds).

This seems like a culling bug where we don’t account for the quad distortion (and just use the undistorted quad bounds).