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https://github.com/photonstorm/phaser
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Vastly reduced the complexity of the rendering. Now only gets called if it will actually render.
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67f24ea363
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2 changed files with 2 additions and 40 deletions
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@ -30,15 +30,6 @@ var SpineGameObjectCanvasRenderer = function (renderer, src, camera, parentMatri
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var skeleton = src.skeleton;
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var skeletonRenderer = plugin.skeletonRenderer;
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var GameObjectRenderMask = 15;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)));
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if (!skeleton || !willRender)
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{
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return;
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}
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var camMatrix = renderer._tempMatrix1;
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var spriteMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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@ -27,38 +27,14 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
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{
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var plugin = src.plugin;
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var skeleton = src.skeleton;
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var childAlpha = skeleton.color.a;
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var sceneRenderer = plugin.sceneRenderer;
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var GameObjectRenderMask = 15;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
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if (!skeleton || !willRender)
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{
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// If there is already a batch running, and the next type isn't a Spine object, or this is the end, we need to close it
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if (sceneRenderer.batcher.isDrawing && (!renderer.nextTypeMatch || renderer.finalType))
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{
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// The next object in the display list is not a Spine object, so we end the batch
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sceneRenderer.end();
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renderer.pipelines.rebind();
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}
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if (!renderer.finalType)
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{
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// Reset the current type
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renderer.currentType = '';
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}
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return;
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}
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if (renderer.newType)
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{
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// flush + clear previous pipeline if this is a new type
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renderer.pipelines.clear();
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sceneRenderer.begin();
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}
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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@ -107,11 +83,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
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// Add autoUpdate option
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skeleton.updateWorldTransform();
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if (renderer.newType)
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{
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sceneRenderer.begin();
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}
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// Draw the current skeleton
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sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
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