mirror of
https://github.com/photonstorm/phaser
synced 2025-02-16 14:08:28 +00:00
BitmapText now reset texture unit on flush
This commit is contained in:
parent
9e4d0ade2b
commit
0d06b87c9e
2 changed files with 12 additions and 0 deletions
|
@ -267,6 +267,12 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
|
|||
ty3 = Math.round(ty3);
|
||||
}
|
||||
|
||||
if (pipeline.shouldFlush(6))
|
||||
{
|
||||
pipeline.flush();
|
||||
textureUnit = pipeline.setGameObject(src);
|
||||
}
|
||||
|
||||
pipeline.batchQuad(src, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
|
||||
}
|
||||
|
||||
|
|
|
@ -107,6 +107,12 @@ var BitmapTextWebGLRenderer = function (renderer, src, camera, parentMatrix)
|
|||
continue;
|
||||
}
|
||||
|
||||
if (pipeline.shouldFlush(6))
|
||||
{
|
||||
pipeline.flush();
|
||||
textureUnit = pipeline.setGameObject(src);
|
||||
}
|
||||
|
||||
if (charColors[char.i])
|
||||
{
|
||||
var color = charColors[char.i];
|
||||
|
|
Loading…
Add table
Reference in a new issue