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Fix new WebGLTextures remaining bound after creation.
This caused an error when calling `Shader.setRenderToTexture()` after the game started running. The leftover texture caused a temporary cyclic reference with the new Framebuffer. The actual rendering pipeline was not affected.
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3 changed files with 11 additions and 1 deletions
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@ -6,6 +6,8 @@
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# Bug Fixes
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* Fix a single WebGL error, with no visual side-effects, from occurring while calling `Shader.setRenderToTexture()` after the game has started running. Actually, the root cause was leaving new WebGL textures bound after creation.
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## Examples, Documentation, Beta Testing and TypeScript
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Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
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@ -362,7 +362,7 @@ var Shader = new Class({
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/**
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* A reference to the Phaser.Textures.Texture that has been stored in the Texture Manager for this Shader.
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*
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* This property is only set if you have called `Shader.setRenderToTexture`, otherwise it is `null`.
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* This property is only set if you have called `Shader.setRenderToTexture` with a key, otherwise it is `null`.
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*
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* @name Phaser.GameObjects.Shader#texture
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* @type {Phaser.Textures.Texture}
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@ -302,6 +302,10 @@ var WebGLTextureWrapper = new Class({
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{
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gl.bindTexture(gl.TEXTURE_2D, currentTexture);
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}
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else
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{
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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// Assign the texture to our wrapper.
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this.webGLTexture = texture;
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@ -378,6 +382,10 @@ var WebGLTextureWrapper = new Class({
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{
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gl.bindTexture(gl.TEXTURE_2D, currentTexture);
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}
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else
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{
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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},
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/**
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