Fixed webGL destroyTexture function
added PIXI.glContexts to access to contexts when destroying textures removed constant PIXI._defualtFrame as its no longer used
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29cdd079d3
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556c292842
3 changed files with 27 additions and 105 deletions
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@ -4929,7 +4929,7 @@ PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
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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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PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
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/**
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* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer
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@ -4992,6 +4992,8 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
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var gl = this.gl;
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this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++;
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PIXI.glContexts[this.glContextId] = gl;
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if(!PIXI.blendModesWebGL)
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{
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PIXI.blendModesWebGL = [];
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@ -5168,53 +5170,6 @@ PIXI.WebGLRenderer.updateTextures = function()
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PIXI.Texture.frameUpdates = [];
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};
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/**
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* Updates a loaded webgl texture
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*
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* @static
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* @method updateTexture
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* @param texture {Texture} The texture to update
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* @private
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*/
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/*
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PIXI.WebGLRenderer.updateTexture = function(texture)
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{
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//TODO break this out into a texture manager...
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var gl = this.gl;
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if(!texture._glTexture)
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{
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texture._glTexture = gl.createTexture();
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}
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if(texture.hasLoaded)
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{
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gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
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// reguler...
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if(!texture._powerOf2)
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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};
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*/
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/**
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* Destroys a loaded webgl texture
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*
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@ -5225,13 +5180,19 @@ PIXI.WebGLRenderer.updateTexture = function(texture)
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PIXI.WebGLRenderer.destroyTexture = function(texture)
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{
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//TODO break this out into a texture manager...
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var gl = PIXI.gl;
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if(texture._glTexture)
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for (var i = texture._glTextures.length - 1; i >= 0; i--)
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{
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texture._glTexture = gl.createTexture();
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gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
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var glTexture = texture._glTextures[i];
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var gl = PIXI.glContexts[i];
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if(gl && glTexture)
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{
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gl.deleteTexture(glTexture);
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}
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}
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texture._glTextures = [];
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};
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PIXI.WebGLRenderer.updateTextureFrame = function(texture)
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