Optimised render loop slightly. Moved properties to game.

This commit is contained in:
photonstorm 2015-09-15 12:53:03 +01:00
parent ff254ec33b
commit 6784a9c1df

View file

@ -174,6 +174,7 @@ PIXI.WebGLRenderer = function(game) {
*/ */
this.renderSession = {}; this.renderSession = {};
// Needed?
this.renderSession.game = this.game; this.renderSession.game = this.game;
this.renderSession.gl = this.gl; this.renderSession.gl = this.gl;
this.renderSession.drawCount = 0; this.renderSession.drawCount = 0;
@ -191,6 +192,7 @@ PIXI.WebGLRenderer = function(game) {
// map some webGL blend modes.. // map some webGL blend modes..
this.mapBlendModes(); this.mapBlendModes();
}; };
// constructor // constructor
@ -244,7 +246,10 @@ PIXI.WebGLRenderer.prototype.initContext = function()
PIXI.WebGLRenderer.prototype.render = function(stage) PIXI.WebGLRenderer.prototype.render = function(stage)
{ {
// no point rendering if our context has been blown up! // no point rendering if our context has been blown up!
if (this.contextLost) return; if (this.contextLost)
{
return;
}
// update the scene graph // update the scene graph
stage.updateTransform(); stage.updateTransform();
@ -257,16 +262,9 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
// make sure we are bound to the main frame buffer // make sure we are bound to the main frame buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (this.clearBeforeRender) if (this.game.clearBeforeRender)
{ {
if (this.transparent) gl.clearColor(stage.r, stage.g, stage.b, stage.a);
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1);
}
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
} }