2013-10-25 15:54:40 +00:00
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<title>Phaser Source: gameobjects/RenderTexture.js</title>
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2013-11-28 15:57:09 +00:00
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2013-10-25 15:54:40 +00:00
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2013-11-28 15:57:09 +00:00
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<a href="Phaser.Filter.html">Filter</a>
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2013-10-25 15:54:40 +00:00
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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2013-10-25 16:30:37 +00:00
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<li>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.Plugin.html">Plugin</a>
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<li>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<li>
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<a href="Phaser.Pointer.html">Pointer</a>
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2013-11-07 06:10:15 +00:00
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<li>
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<a href="Phaser.Polygon.html">Polygon</a>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<li>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.Signal.html">Signal</a>
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<li>
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li>
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
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<a href="Phaser.State.html">State</a>
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</li>
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<li>
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li>
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<a href="Phaser.Text.html">Text</a>
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</li>
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2013-11-28 15:57:09 +00:00
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<li>
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li>
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li>
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<a href="Phaser.Time.html">Time</a>
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</li>
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2013-11-28 15:57:09 +00:00
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<li>
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li>
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li>
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li>
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<a href="Phaser.World.html">World</a>
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</li>
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<li>
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<a href="SignalBinding.html">SignalBinding</a>
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</li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="global.html#bottom">bottom</a>
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</li>
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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2013-11-28 15:57:09 +00:00
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="global.html#right">right</a>
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</li>
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</ul>
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</ul>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: gameobjects/RenderTexture.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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2013-11-28 15:57:09 +00:00
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* A RenderTexture is a special texture that allows any displayObject to be rendered to it.
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2013-10-25 15:54:40 +00:00
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* @class Phaser.RenderTexture
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Asset key for the render texture.
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* @param {number} width - the width of the render texture.
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* @param {number} height - the height of the render texture.
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*/
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Phaser.RenderTexture = function (game, key, width, height) {
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2013-11-28 15:57:09 +00:00
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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2013-10-25 15:54:40 +00:00
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2013-11-28 15:57:09 +00:00
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/**
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2013-10-25 15:54:40 +00:00
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* @property {string} name - the name of the object.
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2013-11-28 15:57:09 +00:00
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*/
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2013-10-25 15:54:40 +00:00
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this.name = key;
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2013-11-28 15:57:09 +00:00
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PIXI.EventTarget.call(this);
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2013-10-25 15:54:40 +00:00
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2013-11-28 15:57:09 +00:00
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/**
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* @property {number} width - the width.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-28 15:57:09 +00:00
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this.width = width || 100;
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/**
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* @property {number} height - the height.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-28 15:57:09 +00:00
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this.height = height || 100;
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2013-11-28 15:57:09 +00:00
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/**
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* @property {PIXI.mat3} indetityMatrix - Matrix object.
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*/
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this.indetityMatrix = PIXI.mat3.create();
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2013-10-25 15:54:40 +00:00
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2013-11-28 15:57:09 +00:00
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/**
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* @property {PIXI.Rectangle} frame - The frame for this texture.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-28 15:57:09 +00:00
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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2013-10-25 15:54:40 +00:00
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2013-11-28 15:57:09 +00:00
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/**
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* @property {number} type - Base Phaser object type.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-28 15:57:09 +00:00
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this.type = Phaser.RENDERTEXTURE;
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this._tempPoint = { x: 0, y: 0 };
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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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2013-10-25 15:54:40 +00:00
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};
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2013-11-28 15:57:09 +00:00
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Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
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Phaser.RenderTexture.prototype.constructor = PIXI.RenderTexture;
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/**
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* This function will draw the display object to the texture. If the display object is a Group or has children it will
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* draw all children as well.
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*
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* @method render
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* @param {DisplayObject} displayObject - The display object to render this texture on.
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* @param {Phaser.Point} [position] - Where to draw the display object.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the displayObject is drawn.
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*/
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Phaser.RenderTexture.prototype.render = function(displayObject, position, clear) {
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if (typeof position === 'undefined') { position = false; }
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if (typeof clear === 'undefined') { clear = false; }
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if (displayObject instanceof Phaser.Group)
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{
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displayObject = displayObject._container;
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}
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if (PIXI.gl)
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{
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this.renderWebGL(displayObject, position, clear);
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}
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else
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{
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this.renderCanvas(displayObject, position, clear);
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}
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}
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/**
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* This function will draw the display object to the texture at the given x/y coordinates.
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* If the display object is a Group or has children it will draw all children as well.
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*
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* @method renderXY
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* @param {DisplayObject} displayObject - The display object to render this texture on.
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* @param {number} x - The x coordinate to draw the display object at.
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* @param {number} y - The y coordinate to draw the display object at.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the displayObject is drawn.
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*/
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Phaser.RenderTexture.prototype.renderXY = function(displayObject, x, y, clear) {
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this._tempPoint.x = x;
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this._tempPoint.y = y;
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this.render(displayObject, this._tempPoint, clear);
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}
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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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Phaser.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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Phaser.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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Phaser.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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Phaser.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)
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{
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this.renderGroup = new PIXI.WebGLRenderGroup(gl);
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}
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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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Phaser.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)
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{
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this.renderer.context.clearRect(0, 0, this.width, this.height);
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}
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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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}
|
2013-10-25 15:54:40 +00:00
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</pre>
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</article>
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</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
2013-11-28 15:57:09 +00:00
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on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
2013-10-25 15:54:40 +00:00
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</span>
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</footer>
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</div>
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<br clear="both">
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</div>
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</div>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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$( function () {
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$( "#toc" ).toc( {
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selectors : "h1,h2,h3,h4",
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showAndHide : false,
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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</script>
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</body>
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</html>
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