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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@ -188,9 +194,10 @@ PIXI.WebGLSpriteBatch = function(gl)
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{
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this.size = 2000;
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this.vertSize = 6;
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this.size = 10000;//Math.pow(2, 16) / this.vertSize;
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// console.log(this.size);
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//the total number of floats in our batch
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var numVerts = this.size * 4 * this.vertSize;
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//the total number of indices in our batch
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@ -363,7 +370,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
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verticies[index++] = alpha;
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verticies[index++] = tint;
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// increment the batchs
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// increment the batchsize
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this.currentBatchSize++;
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@ -371,7 +378,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
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PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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{
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var texture = tilingSprite.texture;
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var texture = tilingSprite.tilingTexture;
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if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size)
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{
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@ -386,7 +393,7 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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}
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// set the textures uvs temporarily
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// TODO create a seperate texture so that we can tile part of a texture
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// TODO create a separate texture so that we can tile part of a texture
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if(!tilingSprite._uvs)tilingSprite._uvs = new Float32Array(8);
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@ -395,8 +402,8 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
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var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width;
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var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height;
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var scaleX = (tilingSprite.width / texture.baseTexture.width) / tilingSprite.tileScale.x;
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var scaleY = (tilingSprite.height / texture.baseTexture.height) / tilingSprite.tileScale.y;
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var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x);
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var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y);
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uvs[0] = 0 - offsetX;
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uvs[1] = 0 - offsetY;
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@ -495,8 +502,20 @@ PIXI.WebGLSpriteBatch.prototype.flush = function()
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gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.currentBaseTexture, gl));
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// upload the verts to the buffer
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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if(this.currentBatchSize > ( this.size * 0.5 ) )
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{
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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}
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else
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{
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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}
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// var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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//gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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// now draw those suckas!
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gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
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@ -552,6 +571,19 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
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this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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};
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PIXI.WebGLSpriteBatch.prototype.destroy = function()
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{
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this.vertices = null;
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this.indices = null;
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this.gl.deleteBuffer( this.vertexBuffer );
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this.gl.deleteBuffer( this.indexBuffer );
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this.currentBaseTexture = null;
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this.gl = null;
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};
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</pre>
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