The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.

This commit is contained in:
Richard Davey 2020-07-15 16:54:04 +01:00
parent 50f10b3d4b
commit a21641e19b

View file

@ -92,7 +92,7 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, interpolationPerce
var tintBL = Utils.getTintAppendFloatAlpha(src._tintBL, camera.alpha * src._alphaBL);
var tintBR = Utils.getTintAppendFloatAlpha(src._tintBR, camera.alpha * src._alphaBR);
pipeline.setTexture2D(texture, 0);
var textureUnit = renderer.setTextureSource(frame.source);
var xAdvance = 0;
var yAdvance = 0;
@ -286,7 +286,7 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, interpolationPerce
ty3 = Math.round(ty3);
}
pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, 0);
pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
}
if (crop)