
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
438 lines
13 KiB
HTML
438 lines
13 KiB
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<h1 class="file-heading">File: src/pixi/textures/Texture.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.TextureCache = {};
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PIXI.FrameCache = {};
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PIXI.TextureCacheIdGenerator = 0;
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/**
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* A texture stores the information that represents an image or part of an image. It cannot be added
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* to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used
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*
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* @class Texture
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* @uses EventTarget
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* @constructor
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* @param baseTexture {BaseTexture} The base texture source to create the texture from
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* @param frame {Rectangle} The rectangle frame of the texture to show
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*/
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PIXI.Texture = function(baseTexture, frame)
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{
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PIXI.EventTarget.call( this );
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if(!frame)
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{
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this.noFrame = true;
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frame = new PIXI.Rectangle(0,0,1,1);
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}
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if(baseTexture instanceof PIXI.Texture)
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baseTexture = baseTexture.baseTexture;
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/**
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* The base texture of this texture
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*
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* @property baseTexture
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* @type BaseTexture
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*/
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this.baseTexture = baseTexture;
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/**
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* The frame specifies the region of the base texture that this texture uses
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*
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* @property frame
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* @type Rectangle
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*/
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this.frame = frame;
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/**
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* The trim point
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*
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* @property trim
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* @type Point
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*/
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this.trim = new PIXI.Point();
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this.scope = this;
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if(baseTexture.hasLoaded)
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{
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if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
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this.setFrame(frame);
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}
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else
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{
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var scope = this;
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baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); });
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}
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};
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PIXI.Texture.prototype.constructor = PIXI.Texture;
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/**
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* Called when the base texture is loaded
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*
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* @method onBaseTextureLoaded
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* @param event
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* @private
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*/
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PIXI.Texture.prototype.onBaseTextureLoaded = function()
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{
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var baseTexture = this.baseTexture;
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baseTexture.removeEventListener( 'loaded', this.onLoaded );
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if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
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this.setFrame(this.frame);
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this.scope.dispatchEvent( { type: 'update', content: this } );
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};
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/**
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* Destroys this texture
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*
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* @method destroy
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* @param destroyBase {Boolean} Whether to destroy the base texture as well
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*/
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PIXI.Texture.prototype.destroy = function(destroyBase)
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{
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if(destroyBase) this.baseTexture.destroy();
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};
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/**
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* Specifies the rectangle region of the baseTexture
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*
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* @method setFrame
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* @param frame {Rectangle} The frame of the texture to set it to
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*/
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PIXI.Texture.prototype.setFrame = function(frame)
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{
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this.frame = frame;
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this.width = frame.width;
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this.height = frame.height;
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if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
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{
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throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);
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}
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this.updateFrame = true;
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PIXI.Texture.frameUpdates.push(this);
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//this.dispatchEvent( { type: 'update', content: this } );
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};
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PIXI.Texture.prototype._updateWebGLuvs = function()
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{
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if(!this._uvs)this._uvs = new Float32Array(8);
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var frame = this.frame;
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var tw = this.baseTexture.width;
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var th = this.baseTexture.height;
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this._uvs[0] = frame.x / tw;
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this._uvs[1] = frame.y / th;
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this._uvs[2] = (frame.x + frame.width) / tw;
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this._uvs[3] = frame.y / th;
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this._uvs[4] = (frame.x + frame.width) / tw;
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this._uvs[5] = (frame.y + frame.height) / th;
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this._uvs[6] = frame.x / tw;
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this._uvs[7] = (frame.y + frame.height) / th;
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};
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/**
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* Helper function that returns a texture based on an image url
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* If the image is not in the texture cache it will be created and loaded
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*
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* @static
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* @method fromImage
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* @param imageUrl {String} The image url of the texture
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* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
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* @return Texture
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*/
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PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
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{
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var texture = PIXI.TextureCache[imageUrl];
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if(!texture)
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{
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texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
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PIXI.TextureCache[imageUrl] = texture;
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}
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return texture;
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};
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/**
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* Helper function that returns a texture based on a frame id
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* If the frame id is not in the texture cache an error will be thrown
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*
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* @static
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* @method fromFrame
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* @param frameId {String} The frame id of the texture
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* @return Texture
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*/
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PIXI.Texture.fromFrame = function(frameId)
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{
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var texture = PIXI.TextureCache[frameId];
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if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ');
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return texture;
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};
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/**
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* Helper function that returns a texture based on a canvas element
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* If the canvas is not in the texture cache it will be created and loaded
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*
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* @static
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* @method fromCanvas
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* @param canvas {Canvas} The canvas element source of the texture
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* @return Texture
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*/
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PIXI.Texture.fromCanvas = function(canvas, scaleMode)
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{
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var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);
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return new PIXI.Texture( baseTexture );
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};
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/**
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* Adds a texture to the textureCache.
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*
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* @static
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* @method addTextureToCache
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* @param texture {Texture}
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* @param id {String} the id that the texture will be stored against.
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*/
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PIXI.Texture.addTextureToCache = function(texture, id)
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{
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PIXI.TextureCache[id] = texture;
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};
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/**
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* Remove a texture from the textureCache.
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*
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* @static
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* @method removeTextureFromCache
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* @param id {String} the id of the texture to be removed
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* @return {Texture} the texture that was removed
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*/
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PIXI.Texture.removeTextureFromCache = function(id)
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{
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var texture = PIXI.TextureCache[id];
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PIXI.TextureCache[id] = null;
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return texture;
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};
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// this is more for webGL.. it contains updated frames..
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PIXI.Texture.frameUpdates = [];
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</pre>
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