2016-10-08 03:05:42 +01:00
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Phaser.Renderer.WebGL.GameObjects.Image = {
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TYPES: [
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2016-10-09 22:27:58 +01:00
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Phaser.GameObject.Image.prototype
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2016-10-08 03:05:42 +01:00
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],
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2016-11-08 01:50:57 +00:00
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render: function (renderer, src, interpolationPercentage)
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2016-10-08 03:05:42 +01:00
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{
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2016-10-18 17:03:25 +01:00
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var frame = src.frame;
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2016-10-24 17:14:10 +01:00
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var alpha = src.color.worldAlpha * 255 << 24;
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2016-10-18 17:03:25 +01:00
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// Skip rendering?
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2016-10-24 17:14:10 +01:00
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if (src.skipRender || !src.visible || alpha === 0 || !frame.cutWidth || !frame.cutHeight)
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2016-10-08 03:05:42 +01:00
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{
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return;
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}
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2016-11-09 12:25:26 +00:00
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var verts = src.transform.getVertexData(interpolationPercentage);
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2016-10-25 00:41:45 +01:00
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var index = src.frame.source.glTextureIndex;
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2016-10-23 11:25:44 +01:00
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var tint = src.color._glTint;
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var bg = src.color._glBg;
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2016-10-31 00:03:57 +00:00
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renderer.batch.add(frame.source, src.blendMode, verts, frame.uvs, index, alpha, tint, bg);
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2016-10-08 03:05:42 +01:00
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}
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};
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