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<h1 class="file-heading">File: src/pixi/textures/RenderTexture.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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/**
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A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
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__Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded.
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Otherwise black rectangles will be drawn instead.
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RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:
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var renderTexture = new PIXI.RenderTexture(800, 600);
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var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
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sprite.position.x = 800/2;
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sprite.position.y = 600/2;
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sprite.anchor.x = 0.5;
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sprite.anchor.y = 0.5;
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renderTexture.render(sprite);
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Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:
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var doc = new PIXI.DisplayObjectContainer();
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doc.addChild(sprite);
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renderTexture.render(doc); // Renders to center of renderTexture
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@class RenderTexture
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@extends Texture
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@constructor
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@param width {Number} The width of the render texture
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@param height {Number} The height of the render texture
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*/
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PIXI.RenderTexture = function(width, height)
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{
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PIXI.EventTarget.call( this );
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this.width = width || 100;
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this.height = height || 100;
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this.indetityMatrix = PIXI.mat3.create();
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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if(PIXI.gl)
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{
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this.initWebGL();
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}
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else
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{
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this.initCanvas();
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}
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}
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PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
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PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
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/**
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* Initializes the webgl data for this texture
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*
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* @method initWebGL
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* @private
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*/
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PIXI.RenderTexture.prototype.initWebGL = function()
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{
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var gl = PIXI.gl;
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this.glFramebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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this.glFramebuffer.width = this.width;
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this.glFramebuffer.height = this.height;
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this.baseTexture = new PIXI.BaseTexture();
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this.baseTexture.width = this.width;
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this.baseTexture.height = this.height;
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this.baseTexture._glTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this.baseTexture.isRender = true;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
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// create a projection matrix..
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this.projection = new PIXI.Point(this.width/2 , -this.height/2);
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// set the correct render function..
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this.render = this.renderWebGL;
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}
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PIXI.RenderTexture.prototype.resize = function(width, height)
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{
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this.width = width;
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this.height = height;
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if(PIXI.gl)
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{
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this.projection.x = this.width/2
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this.projection.y = -this.height/2;
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var gl = PIXI.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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}
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else
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{
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this.frame.width = this.width
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this.frame.height = this.height;
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this.renderer.resize(this.width, this.height);
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}
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}
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/**
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* Initializes the canvas data for this texture
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*
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* @method initCanvas
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* @private
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*/
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PIXI.RenderTexture.prototype.initCanvas = function()
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{
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
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this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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this.render = this.renderCanvas;
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}
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/**
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* This function will draw the display object to the texture.
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*
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* @method renderWebGL
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* @param displayObject {DisplayObject} The display object to render this texture on
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* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
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* @private
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*/
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PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
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{
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var gl = PIXI.gl;
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// enable the alpha color mask..
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gl.colorMask(true, true, true, true);
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gl.viewport(0, 0, this.width, this.height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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if(clear)
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{
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gl.clearColor(0,0,0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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// THIS WILL MESS WITH HIT TESTING!
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var children = displayObject.children;
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//TODO -? create a new one??? dont think so!
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var originalWorldTransform = displayObject.worldTransform;
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displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
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// modify to flip...
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displayObject.worldTransform[4] = -1;
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displayObject.worldTransform[5] = this.projection.y * -2;
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if(position)
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{
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displayObject.worldTransform[2] = position.x;
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displayObject.worldTransform[5] -= position.y;
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}
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PIXI.visibleCount++;
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displayObject.vcount = PIXI.visibleCount;
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for(var i=0,j=children.length; i<j; i++)
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{
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children[i].updateTransform();
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}
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var renderGroup = displayObject.__renderGroup;
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if(renderGroup)
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{
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if(displayObject == renderGroup.root)
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{
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renderGroup.render(this.projection, this.glFramebuffer);
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}
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else
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{
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renderGroup.renderSpecific(displayObject, this.projection, this.glFramebuffer);
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}
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}
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else
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{
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if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
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this.renderGroup.setRenderable(displayObject);
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this.renderGroup.render(this.projection, this.glFramebuffer);
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}
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displayObject.worldTransform = originalWorldTransform;
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}
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/**
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* This function will draw the display object to the texture.
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*
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* @method renderCanvas
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* @param displayObject {DisplayObject} The display object to render this texture on
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* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
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* @private
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*/
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PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
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{
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var children = displayObject.children;
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displayObject.worldTransform = PIXI.mat3.create();
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if(position)
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{
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displayObject.worldTransform[2] = position.x;
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displayObject.worldTransform[5] = position.y;
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}
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for(var i=0,j=children.length; i<j; i++)
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{
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children[i].updateTransform();
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}
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if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
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this.renderer.renderDisplayObject(displayObject);
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this.renderer.context.setTransform(1,0,0,1,0,0);
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// PIXI.texturesToUpdate.push(this.baseTexture);
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}
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</pre>
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