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

This commit is contained in:
Richard Davey 2020-07-15 16:53:48 +01:00
parent 446389bb4d
commit 50f10b3d4b

View file

@ -30,7 +30,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
{
return;
}
var pipeline = this.pipeline;
renderer.setPipeline(pipeline, src);
@ -77,7 +77,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
var tintBL = Utils.getTintAppendFloatAlpha(src._tintBL, camera.alpha * src._alphaBL);
var tintBR = Utils.getTintAppendFloatAlpha(src._tintBR, camera.alpha * src._alphaBR);
pipeline.setTexture2D(texture, 0);
var textureUnit = renderer.setTextureSource(frame.source);
var xAdvance = 0;
var yAdvance = 0;
@ -140,11 +140,11 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
{
lineOffsetX = (lineData.longest - lineData.lengths[currentLine]);
}
xAdvance = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
@ -223,7 +223,7 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
ty3 = Math.round(ty3);
}
pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, 0);
pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
}
};