Lowered the default size of WebGLSpriteBatch
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710b0fbe5e
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3 changed files with 9 additions and 16 deletions
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@ -4,7 +4,7 @@
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* Copyright (c) 2012-2014, Mat Groves
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* Copyright (c) 2012-2014, Mat Groves
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* http://goodboydigital.com/
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* http://goodboydigital.com/
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*
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*
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* Compiled: 2014-02-23
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* Compiled: 2014-03-01
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*
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*
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* pixi.js is licensed under the MIT License.
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* pixi.js is licensed under the MIT License.
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* http://www.opensource.org/licenses/mit-license.php
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* http://www.opensource.org/licenses/mit-license.php
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@ -4453,7 +4453,6 @@ PIXI.PixiShader = function(gl)
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'}'
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'}'
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];
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];
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/**
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/**
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* @property {number} textureCount - A local texture counter for multi-texture shaders.
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* @property {number} textureCount - A local texture counter for multi-texture shaders.
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*/
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*/
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@ -4471,7 +4470,6 @@ PIXI.PixiShader = function(gl)
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*/
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*/
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PIXI.PixiShader.prototype.init = function()
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PIXI.PixiShader.prototype.init = function()
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{
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{
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var gl = this.gl;
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var gl = this.gl;
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var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
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var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
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@ -4605,7 +4603,7 @@ PIXI.PixiShader.prototype.initSampler2D = function(uniform)
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var gl = this.gl;
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var gl = this.gl;
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gl.activeTexture(gl['TEXTURE' + this.textureCount]);
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gl.activeTexture(gl['TEXTURE' + this.textureCount]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture);
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gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
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// Extended texture data
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// Extended texture data
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if (uniform.textureData)
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if (uniform.textureData)
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@ -4679,7 +4677,6 @@ PIXI.PixiShader.prototype.syncUniforms = function()
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// This would probably be faster in an array and it would guarantee key order
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// This would probably be faster in an array and it would guarantee key order
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for (var key in this.uniforms)
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for (var key in this.uniforms)
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{
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{
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uniform = this.uniforms[key];
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uniform = this.uniforms[key];
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if (uniform.glValueLength === 1)
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if (uniform.glValueLength === 1)
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@ -4726,7 +4723,6 @@ PIXI.PixiShader.prototype.syncUniforms = function()
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/**
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/**
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* Destroys the shader
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* Destroys the shader
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* @method destroy
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* @method destroy
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*
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*/
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*/
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PIXI.PixiShader.prototype.destroy = function()
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PIXI.PixiShader.prototype.destroy = function()
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{
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{
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@ -4738,7 +4734,7 @@ PIXI.PixiShader.prototype.destroy = function()
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};
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};
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/**
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/**
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*
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* The Default Vertex shader source
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* @property defaultVertexSrc
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* @property defaultVertexSrc
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* @type String
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* @type String
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*/
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*/
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@ -4763,10 +4759,6 @@ PIXI.PixiShader.defaultVertexSrc = [
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'}'
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'}'
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];
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];
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/**
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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* @author Mat Groves http://matgroves.com/ @Doormat23
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* @author Richard Davey http://www.photonstorm.com @photonstorm
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* @author Richard Davey http://www.photonstorm.com @photonstorm
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@ -6500,7 +6492,7 @@ PIXI.WebGLSpriteBatch = function(gl)
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* @property size
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* @property size
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* @type Number
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* @type Number
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*/
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*/
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this.size = 10000;//Math.pow(2, 16) / this.vertSize;
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this.size = 2000;//Math.pow(2, 16) / this.vertSize;
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//the total number of floats in our batch
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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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var numVerts = this.size * 4 * this.vertSize;
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@ -9733,7 +9725,7 @@ PIXI.Rope.prototype.setTexture = function(texture)
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* A tiling sprite is a fast way of rendering a tiling image
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* A tiling sprite is a fast way of rendering a tiling image
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*
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*
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* @class TilingSprite
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* @class TilingSprite
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* @extends DisplayObjectContainer
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* @extends Sprite
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* @constructor
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* @constructor
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* @param texture {Texture} the texture of the tiling sprite
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* @param texture {Texture} the texture of the tiling sprite
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* @param width {Number} the width of the tiling sprite
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* @param width {Number} the width of the tiling sprite
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@ -9750,6 +9742,7 @@ PIXI.TilingSprite = function(texture, width, height)
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* @type Number
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* @type Number
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*/
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*/
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this.width = width || 100;
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this.width = width || 100;
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/**
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/**
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* The height of the tiling sprite
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* The height of the tiling sprite
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*
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*
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File diff suppressed because one or more lines are too long
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@ -32,7 +32,7 @@ PIXI.WebGLSpriteBatch = function(gl)
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* @property size
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* @property size
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* @type Number
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* @type Number
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*/
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*/
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this.size = 10000;//Math.pow(2, 16) / this.vertSize;
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this.size = 2000;//Math.pow(2, 16) / this.vertSize;
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//the total number of floats in our batch
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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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var numVerts = this.size * 4 * this.vertSize;
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