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https://github.com/photonstorm/phaser
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The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
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1 changed files with 2 additions and 2 deletions
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@ -92,7 +92,7 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, interpolationPerce
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var tintBL = Utils.getTintAppendFloatAlpha(src._tintBL, camera.alpha * src._alphaBL);
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var tintBR = Utils.getTintAppendFloatAlpha(src._tintBR, camera.alpha * src._alphaBR);
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pipeline.setTexture2D(texture, 0);
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var textureUnit = renderer.setTextureSource(frame.source);
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var xAdvance = 0;
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var yAdvance = 0;
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@ -286,7 +286,7 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, interpolationPerce
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ty3 = Math.round(ty3);
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}
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pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, 0);
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pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
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}
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if (crop)
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