Fixed bug in gl.bindTexture which tried to use an undefined private var.
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e4bd364a9f
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1 changed files with 2 additions and 10 deletions
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@ -33,7 +33,6 @@ PIXI.PixiShader = function(gl)
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'}'
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'}'
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];
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];
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/**
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/**
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* @property {number} textureCount - A local texture counter for multi-texture shaders.
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* @property {number} textureCount - A local texture counter for multi-texture shaders.
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*/
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*/
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@ -51,7 +50,6 @@ PIXI.PixiShader = function(gl)
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*/
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*/
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PIXI.PixiShader.prototype.init = function()
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PIXI.PixiShader.prototype.init = 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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var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
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var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
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@ -185,7 +183,7 @@ PIXI.PixiShader.prototype.initSampler2D = function(uniform)
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var gl = this.gl;
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var gl = this.gl;
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gl.activeTexture(gl['TEXTURE' + this.textureCount]);
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gl.activeTexture(gl['TEXTURE' + this.textureCount]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture);
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gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
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// Extended texture data
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// Extended texture data
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if (uniform.textureData)
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if (uniform.textureData)
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@ -259,7 +257,6 @@ PIXI.PixiShader.prototype.syncUniforms = function()
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// This would probably be faster in an array and it would guarantee key order
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// This would probably be faster in an array and it would guarantee key order
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for (var key in this.uniforms)
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for (var key in this.uniforms)
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{
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{
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uniform = this.uniforms[key];
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uniform = this.uniforms[key];
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if (uniform.glValueLength === 1)
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if (uniform.glValueLength === 1)
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@ -306,7 +303,6 @@ PIXI.PixiShader.prototype.syncUniforms = function()
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/**
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/**
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* Destroys the shader
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* Destroys the shader
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* @method destroy
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* @method destroy
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*
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*/
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*/
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PIXI.PixiShader.prototype.destroy = function()
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PIXI.PixiShader.prototype.destroy = function()
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{
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{
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@ -318,7 +314,7 @@ PIXI.PixiShader.prototype.destroy = function()
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};
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};
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/**
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/**
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*
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* The Default Vertex shader source
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* @property defaultVertexSrc
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* @property defaultVertexSrc
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* @type String
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* @type String
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*/
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*/
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@ -342,7 +338,3 @@ PIXI.PixiShader.defaultVertexSrc = [
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' vColor = vec4(color * aColor.x, aColor.x);',
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' vColor = vec4(color * aColor.x, aColor.x);',
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'}'
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'}'
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];
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];
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