Remove texture setters

This commit is contained in:
Richard Davey 2020-11-02 16:20:22 +00:00
parent 3caa51a938
commit 47ec3d33c7

View file

@ -130,7 +130,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
case Commands.FILL_PATH:
for (pathIndex = 0; pathIndex < path.length; pathIndex++)
{
pipeline.setTexture2D(currentTexture, src);
// pipeline.setTexture2D(currentTexture, src);
pipeline.batchFillPath(
path[pathIndex].points,
@ -143,7 +143,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
case Commands.STROKE_PATH:
for (pathIndex = 0; pathIndex < path.length; pathIndex++)
{
pipeline.setTexture2D(currentTexture, src);
// pipeline.setTexture2D(currentTexture, src);
pipeline.batchStrokePath(
path[pathIndex].points,
@ -257,7 +257,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
break;
case Commands.FILL_RECT:
pipeline.setTexture2D(currentTexture, src);
// pipeline.setTexture2D(currentTexture, src);
pipeline.batchFillRect(
commands[++cmdIndex],
commands[++cmdIndex],
@ -269,7 +269,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
break;
case Commands.FILL_TRIANGLE:
pipeline.setTexture2D(currentTexture, src);
// pipeline.setTexture2D(currentTexture, src);
pipeline.batchFillTriangle(
commands[++cmdIndex],
commands[++cmdIndex],
@ -283,7 +283,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
break;
case Commands.STROKE_TRIANGLE:
pipeline.setTexture2D(currentTexture, src);
// pipeline.setTexture2D(currentTexture, src);
pipeline.batchStrokeTriangle(
commands[++cmdIndex],
commands[++cmdIndex],
@ -338,6 +338,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
currentMatrix.rotate(commands[++cmdIndex]);
break;
/*
case Commands.SET_TEXTURE:
var frame = commands[++cmdIndex];
var mode = commands[++cmdIndex];
@ -355,6 +356,7 @@ var GraphicsWebGLRenderer = function (renderer, src, camera, parentMatrix)
pipeline.tintEffect = 2;
currentTexture = renderer.tempTextures[0];
break;
*/
}
}
};