Fixed DynamicBitmapText WebGL Renderer. Fix #5303

This commit is contained in:
Richard Davey 2020-09-22 16:38:17 +01:00
parent 6b8b22d8b4
commit 4fd46f4d1f

View file

@ -56,10 +56,6 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
var frame = src.frame;
var texture = frame.glTexture;
var textureX = frame.cutX;
var textureY = frame.cutY;
var textureWidth = texture.width;
var textureHeight = texture.height;
var tintEffect = src.tintFill;
var tintTL = Utils.getTintAppendFloatAlpha(src.tintTopLeft, camera.alpha * src._alphaTL);
@ -75,8 +71,6 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
var lastCharCode = 0;
var letterSpacing = src.letterSpacing;
var glyph;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var lastGlyph;
@ -143,9 +137,6 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
glyphW = glyph.width;
glyphH = glyph.height;
@ -226,10 +217,10 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
calcMatrix.multiply(fontMatrix, spriteMatrix);
var u0 = glyphX / textureWidth;
var v0 = glyphY / textureHeight;
var u1 = (glyphX + glyphW) / textureWidth;
var v1 = (glyphY + glyphH) / textureHeight;
var u0 = glyph.u0;
var v0 = glyph.v0;
var u1 = glyph.u1;
var v1 = glyph.v1;
var xw = glyphW;
var yh = glyphH;