fixed issues with conflict resolving

This commit is contained in:
Felipe Alfonso 2016-09-19 20:54:06 -03:00
parent d0c23c15b5
commit 702bc9b69f

View file

@ -28,6 +28,8 @@ PIXI.WebGLRenderer = function(game) {
PIXI.defaultRenderer = this; PIXI.defaultRenderer = this;
} }
this.extensions = {};
/** /**
* @property type * @property type
* @type Number * @type Number
@ -247,6 +249,17 @@ PIXI.WebGLRenderer.prototype.initContext = function()
// now resize and we are good to go! // now resize and we are good to go!
this.resize(this.width, this.height); this.resize(this.width, this.height);
// Load WebGL extension
this.extensions.compression = {};
etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
if (etc1) this.extensions.compression.ETC1 = etc1;
if (pvrtc) this.extensions.compression.PVRTC = pvrtc;
if (s3tc) this.extensions.compression.S3TC = s3tc;
}; };
/** /**
@ -426,6 +439,65 @@ PIXI.WebGLRenderer.prototype.resize = function(width, height)
this.projection.y = -this.height / 2 / this.resolution; this.projection.y = -this.height / 2 / this.resolution;
}; };
/**
* Updates and creates a WebGL compressed texture for the renderers context.
*
* @method updateCompressedTexture
* @param texture {Texture} the texture to update
* @return {boolean} True if the texture was successfully bound, otherwise false.
*/
PIXI.WebGLRenderer.prototype.updateCompressedTexture = function (texture) {
if (!texture.hasLoaded)
{
return false;
}
var gl = this.gl;
var textureMetaData = texture.source;
if (!texture._glTextures[gl.id])
{
texture._glTextures[gl.id] = gl.createTexture();
}
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
textureMetaData.glExtensionFormat,
textureMetaData.width,
textureMetaData.height,
0,
textureMetaData.textureData
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && PIXI.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
texture._dirty[gl.id] = false;
return true;
};
/** /**
* Updates and Creates a WebGL texture for the renderers context. * Updates and Creates a WebGL texture for the renderers context.
* *
@ -439,6 +511,9 @@ PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
{ {
return false; return false;
} }
if (texture.source.compressionAlgorithm) {
return this.updateCompressedTexture(texture);
}
var gl = this.gl; var gl = this.gl;