RenderTexture update
RenderTexture added (webGL and Canvas) WebGL Render rearchitected - a little faster :) Pivot added to DisplayObject docs updated grunt file updated
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82 changed files with 14133 additions and 6332 deletions
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@ -67,6 +67,8 @@
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<li><a href="../classes/Rectangle.html">Rectangle</a></li>
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<li><a href="../classes/RenderTexture.html">RenderTexture</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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@ -153,6 +155,13 @@ PIXI.DisplayObject = function()
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*/
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this.scale = new PIXI.Point(1,1);//{x:1, y:1};
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/**
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* The pivot point of the displayObject that it rotates around
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* @property pivot
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* @type Point
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*/
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this.pivot = new PIXI.Point(0,0);
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/**
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* The rotation of the object in radians.
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* @property rotation
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@ -173,7 +182,7 @@ PIXI.DisplayObject = function()
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* @type Boolean
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*/
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this.visible = true;
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this.cacheVisible = false;
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this.worldVisible = false;
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/**
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* [read-only] The display object container that contains this display object.
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@ -334,9 +343,16 @@ PIXI.DisplayObject.prototype.updateTransform = function()
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localTransform[4] = this._cr * this.scale.y;
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///AAARR GETTER SETTTER!
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localTransform[2] = this.position.x;
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localTransform[5] = this.position.y;
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//localTransform[2] = this.position.x;
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//localTransform[5] = this.position.y;
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var px = this.pivot.x;
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var py = this.pivot.y;
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///AAARR GETTER SETTTER!
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localTransform[2] = this.position.x - localTransform[0] * px - py * localTransform[1];
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localTransform[5] = this.position.y - localTransform[4] * py - px * localTransform[3];
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// Cache the matrix values (makes for huge speed increases!)
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var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
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a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
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@ -354,7 +370,9 @@ PIXI.DisplayObject.prototype.updateTransform = function()
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// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
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// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
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}
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</pre>
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