Documentation first draft
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@ -2,7 +2,7 @@
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>pixi/renderers/WebGLRenderer.js - The Foo API</title>
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<title>pixi/renderers/WebGLRenderer.js - Pixi.js API</title>
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<link rel="stylesheet" href="http://yui.yahooapis.com/3.8.0pr2/build/cssgrids/cssgrids-min.css">
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<link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css">
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<link rel="stylesheet" href="../assets/css/main.css" id="site_styles">
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<div id="hd" class="yui3-g header">
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<div class="yui3-u-3-4">
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<h1><img src="../assets/css/logo.png" title="The Foo API"></h1>
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<h1><img src="../logo_small.png" title="Pixi.js API"></h1>
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</div>
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<div class="yui3-u-1-4 version">
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<em>API Docs for: 1.2.1</em>
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<em>API Docs for: 0.9</em>
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</div>
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</div>
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<div id="bd" class="yui3-g">
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
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* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. So no need for Sprite Batch's or Sprite Cloud's
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* Dont forget to add the view to your DOM or you will not see anything :)
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* @class WebGLRenderer
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* @constructor
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* @param width {Number} the width of the canvas view
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* @default 0
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* @param height {Number} the height of the canvas view
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@ -310,7 +311,7 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
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gl.clear(gl.COLOR_BUFFER_BIT)
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gl.clearColor(0, 0, 0, 1.0);
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gl.clearColor(stage.backgroundColorSplit[0], stage.backgroundColorSplit[1], stage.backgroundColorSplit[2], 1.0);
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// set the correct blend mode!
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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@ -618,7 +619,7 @@ PIXI.WebGLRenderer.prototype.removeDisplayObject = function(displayObject)
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if(this.batchs[index-1] instanceof PIXI.WebGLBatch && this.batchs[index+1] instanceof PIXI.WebGLBatch)
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{
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if(this.batchs[index-1].texture == this.batchs[index+1].texture)
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if(this.batchs[index-1].texture == this.batchs[index+1].texture && this.batchs[index-1].blendMode == this.batchs[index+1].blendMode)
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{
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//console.log("MERGE")
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this.batchs[index-1].merge(this.batchs[index+1]);
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