Added cacheAsBitmap to PIXI.Graphics
Tweaked webGL graphics Added generateTexture function to PIXI.Graphics
This commit is contained in:
parent
e7205ad115
commit
3afff7d51f
5 changed files with 280 additions and 54 deletions
163
bin/pixi.dev.js
163
bin/pixi.dev.js
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@ -4,7 +4,7 @@
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* Copyright (c) 2012, Mat Groves
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* http://goodboydigital.com/
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*
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* Compiled: 2014-01-05
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* Compiled: 2014-01-08
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*
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* pixi.js is licensed under the MIT License.
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* http://www.opensource.org/licenses/mit-license.php
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@ -4580,13 +4580,18 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
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if(graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = [x, y,
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x + width, y,
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x + width, y + height,
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x, y + height,
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x, y];
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PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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};
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@ -4647,6 +4652,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
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if(graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = [];
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for (i = 0; i < totalSegs + 1; i++)
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@ -4656,6 +4663,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
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}
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PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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};
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@ -5293,6 +5302,8 @@ PIXI.createWebGLTexture = function(texture, gl)
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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return texture._glTextures[gl.id];
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};
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PIXI.updateWebGLTexture = function(texture, gl)
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@ -7174,21 +7185,44 @@ PIXI.Graphics = function()
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this._webGL = [];
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this.isMask = false;
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this.bounds = null;
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this.boundsPadding = 10;
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};
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// constructor
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PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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PIXI.Graphics.prototype.constructor = PIXI.Graphics;
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/*
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* Not yet implemented
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*/
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/**
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* If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite.
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* This is useful if your graphics element does not change often as it will speed up the rendering of the object
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* It is also usful as the graphics object will always be aliased because it will be rendered using canvas
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* Not recommended if you are conastanly redrawing the graphics element.
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*
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* @property cacheAsBitmap
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* @default false
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* @type Boolean
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* @private
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*/
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Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
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get: function() {
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return this._cacheAsBitmap;
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},
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set: function(value) {
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this._cacheAsBitmap = value;
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if(this._cacheAsBitmap)
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{
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this._generateCachedSprite();
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}
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else
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{
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this.destroyCachedSprite();
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this.dirty = true;
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}
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}
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});
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@ -7356,34 +7390,72 @@ PIXI.Graphics.prototype.clear = function()
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this.bounds = null; //new PIXI.Rectangle();
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};
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/**
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* Useful function that returns a texture of the graphics object that can then be used to create sprites
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* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
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*
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* @method generateTexture
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* @return {Texture} a texture of the graphics object
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*/
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PIXI.Graphics.prototype.generateTexture = function()
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{
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var bounds = this.getBounds();
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var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
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var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
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canvasBuffer.context.translate(-bounds.x,-bounds.y);
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PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
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return texture;
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};
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PIXI.Graphics.prototype._renderWebGL = function(renderSession)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
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renderSession.spriteBatch.stop();
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if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
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if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
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// check blend mode
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if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
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if(this._cacheAsBitmap)
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{
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this.spriteBatch.currentBlendMode = this.blendMode;
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var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
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this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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PIXI.WebGLGraphics.renderGraphics(this, renderSession);
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if(this._filters)renderSession.filterManager.popFilter();
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if(this._mask)renderSession.maskManager.popMask(renderSession);
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renderSession.drawCount++;
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if(this.dirty)
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{
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this._generateCachedSprite();
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// we will also need to update the texture on the gpu too!
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PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl);
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this.dirty = false;
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}
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renderSession.spriteBatch.start();
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PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
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return;
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}
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else
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{
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renderSession.spriteBatch.stop();
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if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
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if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
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// check blend mode
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if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
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{
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this.spriteBatch.currentBlendMode = this.blendMode;
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var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
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this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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PIXI.WebGLGraphics.renderGraphics(this, renderSession);
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if(this._filters)renderSession.filterManager.popFilter();
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if(this._mask)renderSession.maskManager.popMask(renderSession);
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renderSession.drawCount++;
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renderSession.spriteBatch.start();
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}
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};
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PIXI.Graphics.prototype._renderCanvas = function(renderSession)
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@ -7532,9 +7604,50 @@ PIXI.Graphics.prototype.updateBounds = function()
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}
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}
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this.bounds = new PIXI.Rectangle(minX, minY, maxX - minX, maxY - minY);
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var padding = this.boundsPadding;
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this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2);
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};
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PIXI.Graphics.prototype._generateCachedSprite = function()
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{
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var bounds = this.getBounds();
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if(!this._cachedSprite)
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{
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var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
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var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
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this._cachedSprite = new PIXI.Sprite(texture);
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this._cachedSprite.buffer = canvasBuffer;
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this._cachedSprite.worldTransform = this.worldTransform;
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}
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else
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{
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this._cachedSprite.buffer.resize(bounds.width, bounds.height);
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}
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// leverage the anchor to account for the offest of the element
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this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
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this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
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// this._cachedSprite.buffer.context.save();
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this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
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PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
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// this._cachedSprite.buffer.context.restore();
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};
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PIXI.Graphics.prototype.destroyCachedSprite = function()
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{
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this._cachedSprite.texture.destroy(true);
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// let the gc collect the unused sprite
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// TODO could be object pooled!
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this._cachedSprite = null;
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};
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// SOME TYPES:
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PIXI.Graphics.POLY = 0;
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PIXI.Graphics.RECT = 1;
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10
bin/pixi.js
10
bin/pixi.js
File diff suppressed because one or more lines are too long
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@ -67,21 +67,44 @@ PIXI.Graphics = function()
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this._webGL = [];
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this.isMask = false;
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this.bounds = null;
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this.boundsPadding = 10;
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};
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// constructor
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PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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PIXI.Graphics.prototype.constructor = PIXI.Graphics;
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/*
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* Not yet implemented
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*/
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/**
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* If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite.
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* This is useful if your graphics element does not change often as it will speed up the rendering of the object
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* It is also usful as the graphics object will always be aliased because it will be rendered using canvas
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* Not recommended if you are conastanly redrawing the graphics element.
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*
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* @property cacheAsBitmap
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* @default false
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* @type Boolean
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* @private
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*/
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Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
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get: function() {
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return this._cacheAsBitmap;
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},
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set: function(value) {
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this._cacheAsBitmap = value;
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if(this._cacheAsBitmap)
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{
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this._generateCachedSprite();
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}
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else
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{
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this.destroyCachedSprite();
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this.dirty = true;
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}
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}
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});
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@ -249,34 +272,72 @@ PIXI.Graphics.prototype.clear = function()
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this.bounds = null; //new PIXI.Rectangle();
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};
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/**
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* Useful function that returns a texture of the graphics object that can then be used to create sprites
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* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
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*
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* @method generateTexture
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* @return {Texture} a texture of the graphics object
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*/
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PIXI.Graphics.prototype.generateTexture = function()
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{
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var bounds = this.getBounds();
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var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
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var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
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canvasBuffer.context.translate(-bounds.x,-bounds.y);
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PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
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return texture;
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};
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PIXI.Graphics.prototype._renderWebGL = function(renderSession)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
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renderSession.spriteBatch.stop();
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if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
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if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
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// check blend mode
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if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
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if(this._cacheAsBitmap)
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{
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this.spriteBatch.currentBlendMode = this.blendMode;
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var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
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this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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PIXI.WebGLGraphics.renderGraphics(this, renderSession);
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if(this._filters)renderSession.filterManager.popFilter();
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if(this._mask)renderSession.maskManager.popMask(renderSession);
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renderSession.drawCount++;
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if(this.dirty)
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{
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this._generateCachedSprite();
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// we will also need to update the texture on the gpu too!
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PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl);
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this.dirty = false;
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}
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renderSession.spriteBatch.start();
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PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
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return;
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}
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else
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{
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renderSession.spriteBatch.stop();
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if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
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if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
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// check blend mode
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if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
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{
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this.spriteBatch.currentBlendMode = this.blendMode;
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var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
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this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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PIXI.WebGLGraphics.renderGraphics(this, renderSession);
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if(this._filters)renderSession.filterManager.popFilter();
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if(this._mask)renderSession.maskManager.popMask(renderSession);
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renderSession.drawCount++;
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renderSession.spriteBatch.start();
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}
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};
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PIXI.Graphics.prototype._renderCanvas = function(renderSession)
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@ -425,9 +486,50 @@ PIXI.Graphics.prototype.updateBounds = function()
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}
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}
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this.bounds = new PIXI.Rectangle(minX, minY, maxX - minX, maxY - minY);
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var padding = this.boundsPadding;
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this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2);
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};
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PIXI.Graphics.prototype._generateCachedSprite = function()
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{
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var bounds = this.getBounds();
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if(!this._cachedSprite)
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{
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var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
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var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
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this._cachedSprite = new PIXI.Sprite(texture);
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this._cachedSprite.buffer = canvasBuffer;
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this._cachedSprite.worldTransform = this.worldTransform;
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}
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else
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{
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this._cachedSprite.buffer.resize(bounds.width, bounds.height);
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}
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// leverage the anchor to account for the offest of the element
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this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
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this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
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// this._cachedSprite.buffer.context.save();
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this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
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PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
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// this._cachedSprite.buffer.context.restore();
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};
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PIXI.Graphics.prototype.destroyCachedSprite = function()
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{
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this._cachedSprite.texture.destroy(true);
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// let the gc collect the unused sprite
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// TODO could be object pooled!
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this._cachedSprite = null;
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};
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// SOME TYPES:
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PIXI.Graphics.POLY = 0;
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PIXI.Graphics.RECT = 1;
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@ -373,6 +373,8 @@ PIXI.createWebGLTexture = function(texture, gl)
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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return texture._glTextures[gl.id];
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};
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PIXI.updateWebGLTexture = function(texture, gl)
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@ -193,13 +193,18 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
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if(graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = [x, y,
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x + width, y,
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x + width, y + height,
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x, y + height,
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x, y];
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PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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};
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@ -260,6 +265,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
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if(graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = [];
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for (i = 0; i < totalSegs + 1; i++)
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@ -269,6 +276,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
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}
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PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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};
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