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https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
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1 changed files with 5 additions and 5 deletions
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@ -30,7 +30,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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{
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return;
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}
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var pipeline = this.pipeline;
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renderer.setPipeline(pipeline, src);
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@ -77,7 +77,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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var tintBL = Utils.getTintAppendFloatAlpha(src._tintBL, camera.alpha * src._alphaBL);
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var tintBR = Utils.getTintAppendFloatAlpha(src._tintBR, camera.alpha * src._alphaBR);
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pipeline.setTexture2D(texture, 0);
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var textureUnit = renderer.setTextureSource(frame.source);
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var xAdvance = 0;
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var yAdvance = 0;
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@ -140,11 +140,11 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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{
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lineOffsetX = (lineData.longest - lineData.lengths[currentLine]);
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}
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xAdvance = 0;
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yAdvance += lineHeight;
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lastGlyph = null;
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continue;
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}
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@ -223,7 +223,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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ty3 = Math.round(ty3);
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}
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pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, 0);
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pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
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}
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};
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