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https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
Optimised render loop slightly. Moved properties to game.
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commit
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1 changed files with 8 additions and 10 deletions
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@ -174,6 +174,7 @@ PIXI.WebGLRenderer = function(game) {
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*/
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*/
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this.renderSession = {};
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this.renderSession = {};
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// Needed?
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this.renderSession.game = this.game;
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this.renderSession.game = this.game;
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this.renderSession.gl = this.gl;
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this.renderSession.gl = this.gl;
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this.renderSession.drawCount = 0;
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this.renderSession.drawCount = 0;
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@ -191,6 +192,7 @@ PIXI.WebGLRenderer = function(game) {
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// map some webGL blend modes..
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// map some webGL blend modes..
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this.mapBlendModes();
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this.mapBlendModes();
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};
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};
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// constructor
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// constructor
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@ -244,7 +246,10 @@ PIXI.WebGLRenderer.prototype.initContext = function()
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PIXI.WebGLRenderer.prototype.render = function(stage)
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PIXI.WebGLRenderer.prototype.render = function(stage)
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{
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{
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// no point rendering if our context has been blown up!
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// no point rendering if our context has been blown up!
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if (this.contextLost) return;
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if (this.contextLost)
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{
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return;
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}
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// update the scene graph
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// update the scene graph
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stage.updateTransform();
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stage.updateTransform();
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@ -257,16 +262,9 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
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// make sure we are bound to the main frame buffer
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// make sure we are bound to the main frame buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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if (this.clearBeforeRender)
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if (this.game.clearBeforeRender)
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{
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{
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if (this.transparent)
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gl.clearColor(stage.r, stage.g, stage.b, stage.a);
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{
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gl.clearColor(0, 0, 0, 0);
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}
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else
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{
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gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1);
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}
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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}
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