Render Texture added

Render texture finished
custom render item added
pivot added to display object

grunt file updated
docs updated
This commit is contained in:
Mat Groves 2013-05-23 22:57:27 +01:00
parent 6a049c788e
commit 2a6169a952
94 changed files with 13380 additions and 4464 deletions

View file

@ -51,6 +51,8 @@
<li><a href="..&#x2F;classes/CanvasRenderer.html">CanvasRenderer</a></li>
<li><a href="..&#x2F;classes/CustomRenderable.html">CustomRenderable</a></li>
<li><a href="..&#x2F;classes/DisplayObject.html">DisplayObject</a></li>
<li><a href="..&#x2F;classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
@ -146,8 +148,8 @@ PIXI.RenderTexture = function(width, height)
{
PIXI.EventTarget.call( this );
this.width = width;
this.height = height;
this.width = width || 100;
this.height = height || 100;
this.indetityMatrix = PIXI.mat3.create();
@ -242,39 +244,35 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear)
gl.clear(gl.COLOR_BUFFER_BIT);
}
&#x2F;&#x2F; set the flipped matrix..
gl.uniformMatrix4fv(renderer.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
&#x2F;&#x2F; THIS WILL MESS WITH HIT TESTING!
var children = displayObject.children;
&#x2F;&#x2F;TODO -? create a new one??? dont think so!
displayObject.worldTransform = this.indetityMatrix;
displayObject.worldTransform = PIXI.mat3.create();&#x2F;&#x2F;sthis.indetityMatrix;
for(var i=0,j=children.length; i&lt;j; i++)
{
children[i].updateTransform();
}
var renderGroup = displayObject.__renderGroup ;
var renderGroup = displayObject.__renderGroup;
if(renderGroup)
{
if(displayObject == renderGroup.root)
{
renderGroup.render();
renderGroup.render(this.projectionMatrix);
}
else
{
renderGroup.renderSpecific(displayObject);
renderGroup.renderSpecific(displayObject, this.projectionMatrix);
}
}
else
{
if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
this.renderGroup.setRenderable(displayObject);
this.renderGroup.render();
this.renderGroup.render(this.projectionMatrix);
}
}
@ -283,13 +281,13 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, clear)
{
var children = displayObject.children;
displayObject.worldTransform = this.indetityMatrix;
displayObject.worldTransform = PIXI.mat3.create();
for(var i=0,j=children.length; i&lt;j; i++)
{
children[i].updateTransform();
}
if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
this.renderer.renderDisplayObject(displayObject);