Fixed graphics bug + updated docs
Fixed issue with getBounds being incorrect for graphics Updated docs Linted code
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145 changed files with 15583 additions and 24078 deletions
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@ -19,7 +19,7 @@
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</div>
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<div class="yui3-u-1-4 version">
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<em>API Docs for: 1.3.0</em>
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<em>API Docs for: 1.4.0</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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@ -45,6 +45,8 @@
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<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
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<li><a href="../classes/AtlasLoader.html">AtlasLoader</a></li>
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<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
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<li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
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@ -61,7 +63,7 @@
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<li><a href="../classes/ColorMatrixFilter.html">ColorMatrixFilter</a></li>
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<li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li>
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<li><a href="../classes/ColorStepFilter.html">ColorStepFilter</a></li>
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<li><a href="../classes/DisplacementFilter.html">DisplacementFilter</a></li>
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@ -75,7 +77,7 @@
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<li><a href="../classes/Graphics.html">Graphics</a></li>
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<li><a href="../classes/GreyFilter.html">GreyFilter</a></li>
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<li><a href="../classes/GrayFilter.html">GrayFilter</a></li>
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<li><a href="../classes/ImageLoader.html">ImageLoader</a></li>
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@ -87,6 +89,8 @@
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<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
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<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
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<li><a href="../classes/Point.html">Point</a></li>
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<li><a href="../classes/Polygon.html">Polygon</a></li>
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@ -109,10 +113,10 @@
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<li><a href="../classes/Spine.html">Spine</a></li>
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<li><a href="../classes/Sprite.html">Sprite</a></li>
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<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
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<li><a href="../classes/Sprite™.html">Sprite™</a></li>
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<li><a href="../classes/Stage.html">Stage</a></li>
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<li><a href="../classes/Text.html">Text</a></li>
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@ -121,8 +125,6 @@
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<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
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<li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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</ul>
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@ -175,58 +177,66 @@
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*/
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PIXI.PrimitiveShader = function()
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PIXI.PrimitiveShader = function(gl)
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{
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// the webGL program..
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this.program;
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this.gl = gl;
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// the webGL program..
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this.program = null;
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this.fragmentSrc = [
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"precision mediump float;",
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"varying vec4 vColor;",
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"void main(void) {",
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"gl_FragColor = vColor;",
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"}"
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'precision mediump float;',
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'varying vec4 vColor;',
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'void main(void) {',
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' gl_FragColor = vColor;',
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'}'
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];
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this.vertexSrc = [
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"attribute vec2 aVertexPosition;",
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"attribute vec4 aColor;",
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"uniform mat3 translationMatrix;",
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"uniform vec2 projectionVector;",
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"uniform vec2 offsetVector;",
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"uniform float alpha;",
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"varying vec4 vColor;",
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"void main(void) {",
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"vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);",
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"v -= offsetVector.xyx;",
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"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
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"vColor = aColor * alpha;",
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"}"
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'attribute vec2 aVertexPosition;',
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'attribute vec4 aColor;',
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'uniform mat3 translationMatrix;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'uniform float alpha;',
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'uniform vec3 tint;',
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'varying vec4 vColor;',
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'void main(void) {',
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' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
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' v -= offsetVector.xyx;',
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' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
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' vColor = aColor * vec4(tint * alpha, alpha);',
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'}'
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];
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}
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this.init();
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};
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PIXI.PrimitiveShader.prototype.init = function()
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{
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var program = PIXI.compileProgram(this.vertexSrc, this.fragmentSrc);
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var gl = PIXI.gl;
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gl.useProgram(program);
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// get and store the uniforms for the shader
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this.projectionVector = gl.getUniformLocation(program, "projectionVector");
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this.offsetVector = gl.getUniformLocation(program, "offsetVector");
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this.colorAttribute = gl.getAttribLocation(program, "aColor");
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
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this.translationMatrix = gl.getUniformLocation(program, "translationMatrix");
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this.alpha = gl.getUniformLocation(program, "alpha");
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this.program = program;
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}
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var gl = this.gl;
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var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
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gl.useProgram(program);
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// get and store the uniforms for the shader
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.tintColor = gl.getUniformLocation(program, 'tint');
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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this.colorAttribute = gl.getAttribLocation(program, 'aColor');
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this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
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this.alpha = gl.getUniformLocation(program, 'alpha');
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this.program = program;
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};
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</pre>
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</div>
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