The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units.

This commit is contained in:
Richard Davey 2020-07-15 16:53:25 +01:00
parent ec0914cd0f
commit 446389bb4d

View file

@ -99,7 +99,7 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, cam
// Bind texture only if the Texture Source is different from before // Bind texture only if the Texture Source is different from before
if (frame.sourceIndex !== prevTextureSourceIndex) if (frame.sourceIndex !== prevTextureSourceIndex)
{ {
pipeline.setTexture2D(frame.glTexture, 0); var textureUnit = renderer.setTextureSource(frame.source);
prevTextureSourceIndex = frame.sourceIndex; prevTextureSourceIndex = frame.sourceIndex;
} }
@ -114,7 +114,7 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, cam
} }
// TL x/y, BL x/y, BR x/y, TR x/y // TL x/y, BL x/y, BR x/y, TR x/y
if (pipeline.batchQuad(tx0, ty0, tx0, ty1, tx1, ty1, tx1, ty0, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, frame.glTexture, 0)) if (pipeline.batchQuad(tx0, ty0, tx0, ty1, tx1, ty1, tx1, ty0, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, frame.glTexture, textureUnit))
{ {
prevTextureSourceIndex = -1; prevTextureSourceIndex = -1;
} }