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Fix when rendering more than the buffer limit
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a536403cc7
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3 changed files with 5 additions and 3 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: 'eb7dc200-8100-11e7-b353-1b576d4fdd2c'
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build: '37876e10-8162-11e7-b191-e9a855a11647'
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};
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module.exports = CHECKSUM;
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@ -97,7 +97,8 @@ var DeferredRenderer = function (renderer, lightLayer, interpolationPercentage,
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if (renderer.currentTexture[0] !== frame.texture.source[frame.sourceIndex].glTexture ||
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renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture)
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renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture ||
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batch.shouldFlush())
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{
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batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget);
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renderer.setTexture(frame.texture.source[frame.sourceIndex].glTexture, 0);
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@ -93,7 +93,8 @@ var ForwardRenderer = function (renderer, lightLayer, interpolationPercentage, c
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if (renderer.currentTexture[0] !== frame.texture.source[frame.sourceIndex].glTexture ||
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renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture)
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renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture ||
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batch.shouldFlush())
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{
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batch.flush(lightLayer.passShader, lightLayer.renderTarget);
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renderer.setTexture(frame.texture.source[frame.sourceIndex].glTexture, 0);
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