added some comments and a vert size property
This commit is contained in:
parent
41d6b01e96
commit
03ed383db6
3 changed files with 73 additions and 69 deletions
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@ -5232,8 +5232,11 @@ PIXI.WebGLMaskManager.prototype.popMask = function(projection)
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if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST);
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if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST);
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}
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}
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/**
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/**
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* @author Mat Groves + Matt DesLauriers <mattdesl> https://github.com/mattdesl/
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* @author Mat Groves
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*
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*
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* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
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* for creating the original pixi version!
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*
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
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* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
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* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
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*/
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*/
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@ -5248,10 +5251,12 @@ PIXI.WebGLSpriteBatch = function(gl)
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this.size = 2000;
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this.size = 2000;
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this.vertSize = 6;
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// 65535 is max index, so 65535 / 6 = 10922.
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// 65535 is max index, so 65535 / 6 = 10922.
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//the total number of floats in our batch
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//the total number of floats in our batch
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var numVerts = this.size * 4 * 6;
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var numVerts = this.size * 4 * this.vertSize;
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//the total number of indices in our batch
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//the total number of indices in our batch
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var numIndices = this.size * 6;
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var numIndices = this.size * 6;
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@ -5292,21 +5297,23 @@ PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
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{
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{
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this.renderSession = renderSession;
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this.renderSession = renderSession;
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var gl = this.gl;
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// var gl = this.gl;
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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this.start();
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/*
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var stride = 6 * 4;
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var projection = renderSession.projection;
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var projection =renderSession.projection;
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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var stride = this.vertSize * 4;
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gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
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*/
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this.currentBlendMode = 99999;
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// this.currentBlendMode = 99999;
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}
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}
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PIXI.WebGLSpriteBatch.prototype.end = function()
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PIXI.WebGLSpriteBatch.prototype.end = function()
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@ -5353,7 +5360,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
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var h0 = height * (1-aY);
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var h0 = height * (1-aY);
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var h1 = height * -aY;
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var h1 = height * -aY;
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var index = this.currentBatchSize * 4 * 6;
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var index = this.currentBatchSize * 4 * this.vertSize;
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worldTransform = sprite.worldTransform;
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worldTransform = sprite.worldTransform;
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@ -5453,7 +5460,6 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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uvs[7] = (1 *scaleY) - offsetY;
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uvs[7] = (1 *scaleY) - offsetY;
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// get the tilingSprites current alpha
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// get the tilingSprites current alpha
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var alpha = tilingSprite.worldAlpha;
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var alpha = tilingSprite.worldAlpha;
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var tint = tilingSprite.tint;
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var tint = tilingSprite.tint;
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@ -5472,7 +5478,7 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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var h0 = height * (1-aY);
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var h0 = height * (1-aY);
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var h1 = height * -aY;
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var h1 = height * -aY;
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var index = this.currentBatchSize * 4 * 6;
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var index = this.currentBatchSize * 4 * this.vertSize;
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worldTransform = tilingSprite.worldTransform;
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worldTransform = tilingSprite.worldTransform;
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@ -5529,33 +5535,25 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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PIXI.WebGLSpriteBatch.prototype.flush = function()
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PIXI.WebGLSpriteBatch.prototype.flush = function()
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{
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{
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// first draw
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// If the batch is length 0 then return as there is nothing to draw
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if (this.currentBatchSize===0)return;
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if (this.currentBatchSize===0)return;
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var gl = this.gl;
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var gl = this.gl;
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//setup our vertex attributes & binds textures
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// bind the current texture
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture);
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gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture);
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// bind the index
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// upload the verts to the buffer
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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//bind our vertex buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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// Only update a region of the buffer. On my computer
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// this is faster (especially if you are not filling the entire batch)
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// but it could do with more testing. In theory it SHOULD be faster
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// since bufferData allocates memory, whereas this should not.
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * 6);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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// now draw those suckas!
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gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
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gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
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// then reset!
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// then reset the batch!
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this.currentBatchSize = 0;
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this.currentBatchSize = 0;
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// increment the draw count
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this.renderSession.drawCount++;
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this.renderSession.drawCount++;
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}
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}
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@ -5568,19 +5566,24 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
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{
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{
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var gl = this.gl;
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var gl = this.gl;
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// bind the main texture
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gl.activeTexture(gl.TEXTURE0);
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// bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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var stride = 6 * 4;
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// set the projection
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var projection = this.renderSession.projection;
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var projection = this.renderSession.projection;
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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// set the pointers
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var stride = this.vertSize * 4;
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gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
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// set the blend mode..
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if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
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if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
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{
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{
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this.setBlendMode(PIXI.blendModes.NORMAL);
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this.setBlendMode(PIXI.blendModes.NORMAL);
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@ -5594,7 +5597,6 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
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this.currentBlendMode = blendMode;
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this.currentBlendMode = blendMode;
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var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
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var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
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this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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}
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@ -36,8 +36,8 @@
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var stage = new PIXI.Stage(0xFFFFFF);
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var stage = new PIXI.Stage(0xFFFFFF);
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// create a renderer instance.
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// create a renderer instance.
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//renderer = PIXI.autoDetectRenderer(800, 600);
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renderer = PIXI.autoDetectRenderer(800, 600);
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renderer = new PIXI.CanvasRenderer(800, 600);
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//renderer = new PIXI.CanvasRenderer(800, 600);
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// add the renderer view element to the DOM
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// add the renderer view element to the DOM
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document.body.appendChild(renderer.view);
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document.body.appendChild(renderer.view);
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@ -59,7 +59,7 @@
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// create an alien using the frame name..
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// create an alien using the frame name..
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var alien = PIXI.Sprite.fromFrame(frameName);
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var alien = PIXI.Sprite.fromFrame(frameName);
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///alien.tint = 0xFF0000;
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alien.tint = 0xFF0000;
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/*
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/*
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* fun fact for the day :)
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* fun fact for the day :)
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@ -1,6 +1,9 @@
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/**
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/**
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* @author Mat Groves + Matt DesLauriers <mattdesl> https://github.com/mattdesl/
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* @author Mat Groves
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*
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*
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* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
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* for creating the original pixi version!
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*
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
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* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
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* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
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*/
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*/
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@ -15,10 +18,12 @@ PIXI.WebGLSpriteBatch = function(gl)
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this.size = 2000;
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this.size = 2000;
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this.vertSize = 6;
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// 65535 is max index, so 65535 / 6 = 10922.
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// 65535 is max index, so 65535 / 6 = 10922.
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//the total number of floats in our batch
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//the total number of floats in our batch
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var numVerts = this.size * 4 * 6;
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var numVerts = this.size * 4 * this.vertSize;
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//the total number of indices in our batch
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//the total number of indices in our batch
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var numIndices = this.size * 6;
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var numIndices = this.size * 6;
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@ -59,21 +64,23 @@ PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
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{
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{
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this.renderSession = renderSession;
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this.renderSession = renderSession;
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var gl = this.gl;
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// var gl = this.gl;
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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this.start();
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/*
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var stride = 6 * 4;
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var projection = renderSession.projection;
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var projection =renderSession.projection;
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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var stride = this.vertSize * 4;
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gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
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gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
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*/
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this.currentBlendMode = 99999;
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// this.currentBlendMode = 99999;
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}
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}
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PIXI.WebGLSpriteBatch.prototype.end = function()
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PIXI.WebGLSpriteBatch.prototype.end = function()
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@ -120,7 +127,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
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var h0 = height * (1-aY);
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var h0 = height * (1-aY);
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var h1 = height * -aY;
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var h1 = height * -aY;
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var index = this.currentBatchSize * 4 * 6;
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var index = this.currentBatchSize * 4 * this.vertSize;
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worldTransform = sprite.worldTransform;
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worldTransform = sprite.worldTransform;
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@ -220,7 +227,6 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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uvs[7] = (1 *scaleY) - offsetY;
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uvs[7] = (1 *scaleY) - offsetY;
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// get the tilingSprites current alpha
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// get the tilingSprites current alpha
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var alpha = tilingSprite.worldAlpha;
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var alpha = tilingSprite.worldAlpha;
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var tint = tilingSprite.tint;
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var tint = tilingSprite.tint;
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@ -239,7 +245,7 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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var h0 = height * (1-aY);
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var h0 = height * (1-aY);
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var h1 = height * -aY;
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var h1 = height * -aY;
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var index = this.currentBatchSize * 4 * 6;
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var index = this.currentBatchSize * 4 * this.vertSize;
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worldTransform = tilingSprite.worldTransform;
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worldTransform = tilingSprite.worldTransform;
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@ -296,33 +302,25 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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PIXI.WebGLSpriteBatch.prototype.flush = function()
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PIXI.WebGLSpriteBatch.prototype.flush = function()
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{
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{
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// first draw
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// If the batch is length 0 then return as there is nothing to draw
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if (this.currentBatchSize===0)return;
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if (this.currentBatchSize===0)return;
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var gl = this.gl;
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var gl = this.gl;
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//setup our vertex attributes & binds textures
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// bind the current texture
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture);
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gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture);
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// bind the index
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// upload the verts to the buffer
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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//bind our vertex buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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// Only update a region of the buffer. On my computer
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// this is faster (especially if you are not filling the entire batch)
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// but it could do with more testing. In theory it SHOULD be faster
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// since bufferData allocates memory, whereas this should not.
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * 6);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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// now draw those suckas!
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gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
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gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
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// then reset!
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// then reset the batch!
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this.currentBatchSize = 0;
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this.currentBatchSize = 0;
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// increment the draw count
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this.renderSession.drawCount++;
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this.renderSession.drawCount++;
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}
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}
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@ -335,19 +333,24 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
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{
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{
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var gl = this.gl;
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var gl = this.gl;
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// bind the main texture
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gl.activeTexture(gl.TEXTURE0);
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// bind the buffers
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||||
|
|
||||||
var stride = 6 * 4;
|
// set the projection
|
||||||
|
|
||||||
var projection = this.renderSession.projection;
|
var projection = this.renderSession.projection;
|
||||||
|
|
||||||
gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
|
gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
|
||||||
|
|
||||||
|
// set the pointers
|
||||||
|
var stride = this.vertSize * 4;
|
||||||
gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
||||||
gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
||||||
gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
|
gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
|
||||||
|
|
||||||
|
// set the blend mode..
|
||||||
if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
|
if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
|
||||||
{
|
{
|
||||||
this.setBlendMode(PIXI.blendModes.NORMAL);
|
this.setBlendMode(PIXI.blendModes.NORMAL);
|
||||||
|
@ -361,7 +364,6 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
|
||||||
this.currentBlendMode = blendMode;
|
this.currentBlendMode = blendMode;
|
||||||
|
|
||||||
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
|
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
|
||||||
|
|
||||||
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue