Docs updated

Fixed issue where alpha not being set correctly in canvas spriteBatch
Fixed issue where previous stage events did not get removed correctly
This commit is contained in:
Mat Groves 2014-01-28 00:08:50 +00:00
parent 9dbf8b47c1
commit 847eb6c48e
140 changed files with 12651 additions and 2435 deletions

View file

@ -19,7 +19,7 @@
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.4.0</em>
<em>API Docs for: 1.4.3</em>
</div>
</div>
<div id="bd" class="yui3-g">
@ -73,6 +73,8 @@
<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="../classes/DotScreenFilter.html">DotScreenFilter</a></li>
<li><a href="../classes/Ellipse.html">Ellipse</a></li>
<li><a href="../classes/EventTarget.html">EventTarget</a></li>
@ -91,6 +93,8 @@
<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
<li><a href="../classes/PIXI.PixiFastShader.html">PIXI.PixiFastShader</a></li>
<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
<li><a href="../classes/Point.html">Point</a></li>
@ -115,9 +119,9 @@
<li><a href="../classes/Spine.html">Spine</a></li>
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="../classes/Sprite.html">Sprite</a></li>
<li><a href="../classes/Sprite™.html">Sprite™</a></li>
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="../classes/Stage.html">Stage</a></li>
@ -127,6 +131,8 @@
<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
<li><a href="../classes/TwistFilter.html">TwistFilter</a></li>
<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
</ul>
@ -229,15 +235,15 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
renderSession.shaderManager.activatePrimitiveShader();
// This could be speeded up fo sure!
var m = PIXI.mat3.clone(graphics.worldTransform);
// This could be speeded up for sure!
// var m = PIXI.mat3.clone(graphics.worldTransform);
PIXI.mat3.transpose(m);
PIXI.mat3.transpose(graphics.worldTransform, PIXI.tempMatrix);
// set the matrix transform for the
// set the matrix transform
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix3fv(shader.translationMatrix, false, m);
gl.uniformMatrix3fv(shader.translationMatrix, false, PIXI.tempMatrix);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
@ -369,13 +375,18 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
if(graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [x, y,
x + width, y,
x + width, y + height,
x, y + height,
x, y];
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
@ -436,6 +447,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
if(graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [];
for (i = 0; i &lt; totalSegs + 1; i++)
@ -445,6 +458,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
}
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
@ -477,7 +492,7 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
var firstPoint = new PIXI.Point( points[0], points[1] );
var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
// if the first point is the last point - goona have issues :)
// if the first point is the last point - gonna have issues :)
if(firstPoint.x === lastPoint.x &amp;&amp; firstPoint.y === lastPoint.y)
{
points.pop();