Docs updated
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
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140 changed files with 12651 additions and 2435 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: 1.4.0</em>
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<em>API Docs for: 1.4.3</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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@ -73,6 +73,8 @@
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<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
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<li><a href="../classes/DotScreenFilter.html">DotScreenFilter</a></li>
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<li><a href="../classes/Ellipse.html">Ellipse</a></li>
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<li><a href="../classes/EventTarget.html">EventTarget</a></li>
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@ -91,6 +93,8 @@
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<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
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<li><a href="../classes/PIXI.PixiFastShader.html">PIXI.PixiFastShader</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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@ -115,9 +119,9 @@
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<li><a href="../classes/Spine.html">Spine</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/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/Stage.html">Stage</a></li>
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@ -127,6 +131,8 @@
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<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
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<li><a href="../classes/TwistFilter.html">TwistFilter</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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</ul>
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@ -229,15 +235,15 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
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renderSession.shaderManager.activatePrimitiveShader();
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// This could be speeded up fo sure!
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var m = PIXI.mat3.clone(graphics.worldTransform);
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// This could be speeded up for sure!
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// var m = PIXI.mat3.clone(graphics.worldTransform);
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PIXI.mat3.transpose(m);
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PIXI.mat3.transpose(graphics.worldTransform, PIXI.tempMatrix);
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// set the matrix transform for the
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// set the matrix transform
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.uniformMatrix3fv(shader.translationMatrix, false, m);
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gl.uniformMatrix3fv(shader.translationMatrix, false, PIXI.tempMatrix);
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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@ -369,13 +375,18 @@ 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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@ -436,6 +447,8 @@ 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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@ -445,6 +458,8 @@ 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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@ -477,7 +492,7 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
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var firstPoint = new PIXI.Point( points[0], points[1] );
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var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
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// if the first point is the last point - goona have issues :)
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// if the first point is the last point - gonna have issues :)
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if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y)
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{
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points.pop();
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