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https://github.com/photonstorm/phaser
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The TileSprite Game Objects now support rendering with normal maps.
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1 changed files with 19 additions and 5 deletions
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@ -25,20 +25,32 @@ var TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage,
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{
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{
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src.updateCanvas();
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src.updateCanvas();
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var width = src.width;
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var height = src.height;
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var getTint = Utils.getTintAppendFloatAlpha;
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var getTint = Utils.getTintAppendFloatAlpha;
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var pipeline = this.pipeline;
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this.pipeline.batchTexture(
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if (width === 0 || height === 0)
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{
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return;
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}
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renderer.setPipeline(pipeline, src);
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var textureUnit = pipeline.setTexture2D(src.fillPattern, src);
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pipeline.batchTexture(
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src,
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src,
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src.fillPattern,
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src.fillPattern,
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src.displayFrame.width * src.tileScaleX, src.displayFrame.height * src.tileScaleY,
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src.displayFrame.width * src.tileScaleX, src.displayFrame.height * src.tileScaleY,
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src.x, src.y,
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src.x, src.y,
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src.width, src.height,
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width, height,
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src.scaleX, src.scaleY,
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src.scaleX, src.scaleY,
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src.rotation,
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src.rotation,
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src.flipX, src.flipY,
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src.flipX, src.flipY,
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src.scrollFactorX, src.scrollFactorY,
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src.scrollFactorX, src.scrollFactorY,
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src.originX * src.width, src.originY * src.height,
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src.originX * width, src.originY * height,
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0, 0, src.width, src.height,
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0, 0, width, height,
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getTint(src._tintTL, camera.alpha * src._alphaTL),
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getTint(src._tintTL, camera.alpha * src._alphaTL),
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getTint(src._tintTR, camera.alpha * src._alphaTR),
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getTint(src._tintTR, camera.alpha * src._alphaTR),
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getTint(src._tintBL, camera.alpha * src._alphaBL),
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getTint(src._tintBL, camera.alpha * src._alphaBL),
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@ -47,7 +59,9 @@ var TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage,
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(src.tilePositionX % src.displayFrame.width) / src.displayFrame.width,
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(src.tilePositionX % src.displayFrame.width) / src.displayFrame.width,
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(src.tilePositionY % src.displayFrame.height) / src.displayFrame.height,
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(src.tilePositionY % src.displayFrame.height) / src.displayFrame.height,
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camera,
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camera,
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parentMatrix
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parentMatrix,
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false,
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textureUnit
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);
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);
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};
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};
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