Removed dead code.

This commit is contained in:
Richard Davey 2016-10-31 00:03:57 +00:00
parent c27b2f9fca
commit 8e2c5b7669

View file

@ -16,61 +16,12 @@ Phaser.Renderer.WebGL.GameObjects.Image = {
return; return;
} }
// The below works
var uvs = frame.uvs;
var verts = src.transform.glVertextData; var verts = src.transform.glVertextData;
var index = src.frame.source.glTextureIndex; var index = src.frame.source.glTextureIndex;
var tint = src.color._glTint; var tint = src.color._glTint;
var bg = src.color._glBg; var bg = src.color._glBg;
renderer.batch.add(frame.source, src.blendMode, verts, uvs, index, alpha, tint, bg); renderer.batch.add(frame.source, src.blendMode, verts, frame.uvs, index, alpha, tint, bg);
/*
// var verts = src.transform.cloneVertexData();
var worldAlpha = 0.2;
// 0.2, 0.4, 0.6, 0.8, 1
// xy0 Top Left Vert
// xy1 Top Right Vert
// xy2 Bottom Right Vert
// xy3 Bottom Left Vert
// Let's just try 5 clones below the current sprite?
verts.x0 += 8 * 5;
verts.x1 += 8 * 5;
verts.x2 += 8 * 5;
verts.x3 += 8 * 5;
verts.y0 += 8 * 5;
verts.y1 += 8 * 5;
verts.y2 += 8 * 5;
verts.y3 += 8 * 5;
for (var i = 0; i < 5; i++)
{
alpha = worldAlpha * 255 << 24;
renderer.spriteBatch.addToBatch(src, verts, uvs, index, alpha, tint, bg);
verts.x0 -= 8;
verts.x1 -= 8;
verts.x2 -= 8;
verts.x3 -= 8;
verts.y0 -= 8;
verts.y1 -= 8;
verts.y2 -= 8;
verts.y3 -= 8;
worldAlpha += 0.2;
}
*/
} }
}; };