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https://github.com/photonstorm/phaser
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Fixes for Pixi update WebGL UV calls.
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11 changed files with 45 additions and 7 deletions
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@ -80,6 +80,8 @@ Version 2.1.3 - "Ravinda" - in development
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### Updates
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* Changed the Animation constructor parameter `delay` to `frameRate` as it's a more accurate term of what it should be. Internally nothing changed.
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* Circle.getBounds added.
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* Ellipse.getBounds added.
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### Bug Fixes
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@ -69,7 +69,7 @@
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<script src="$path/src/pixi/renderers/canvas/utils/CanvasTinter.js"></script>
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<script src="$path/src/pixi/renderers/canvas/CanvasRenderer.js"></script>
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<script src="$path/src/pixi/renderers/canvas/CanvasGraphics.js"></script>
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<script src="$path/src/pixi/primitives/Graphics.js"></script>
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<script src="$path/src/pixi/extras/Strip.js"></script>
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<script src="$path/src/pixi/extras/Rope.js"></script>
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<script src="$path/src/pixi/extras/TilingSprite.js"></script>
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@ -87,6 +87,8 @@
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<script src="$path/src/geom/Ellipse.js"></script>
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<script src="$path/src/geom/Polygon.js"></script>
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<script src="$path/src/pixi/primitives/Graphics.js"></script>
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<script src="$path/src/core/Camera.js"></script>
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<script src="$path/src/core/State.js"></script>
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<script src="$path/src/core/StateManager.js"></script>
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@ -83,3 +83,8 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
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// Equally we're going to supress the Pixi console log, with their agreement.
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PIXI.dontSayHello = true;
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// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
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// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
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// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
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// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
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@ -615,7 +615,7 @@ Phaser.Game.prototype = {
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this.renderType = Phaser.CANVAS;
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}
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "clearBeforeRender": true });
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this.context = this.renderer.context;
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}
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else
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@ -627,7 +627,8 @@ Phaser.Game.prototype = {
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{
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// They requested WebGL and their browser supports it
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this.renderType = Phaser.WEBGL;
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this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias, this.preserveDrawingBuffer);
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this.renderer = new PIXI.WebGLRenderer(this.width, this.height, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "antialias": this.antialias, "preserveDrawingBuffer": this.preserveDrawingBuffer });
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this.context = null;
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}
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@ -1305,7 +1305,8 @@ Phaser.BitmapData.prototype = {
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{
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// Only needed if running in WebGL, otherwise this array will never get cleared down
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// should use the rendersession
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PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
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// PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
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// this.baseTexture._updateUvs();
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this.dirty = false;
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}
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@ -360,7 +360,8 @@ Phaser.Image.prototype.setFrame = function(frame) {
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{
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if (this.game.renderType === Phaser.WEBGL)
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{
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PIXI.WebGLRenderer.updateTextureFrame(this.texture);
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this.texture._updateUvs();
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// PIXI.WebGLRenderer.updateTextureFrame(this.texture);
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}
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}
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@ -476,7 +476,8 @@ Phaser.Sprite.prototype.setFrame = function(frame) {
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{
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if (this.game.renderType === Phaser.WEBGL)
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{
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PIXI.WebGLRenderer.updateTextureFrame(this.texture);
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this.texture._updateUvs();
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// PIXI.WebGLRenderer.updateTextureFrame(this.texture);
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}
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}
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@ -426,7 +426,8 @@ Phaser.TileSprite.prototype.setFrame = function(frame) {
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if (this.game.renderType === Phaser.WEBGL)
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{
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PIXI.WebGLRenderer.updateTextureFrame(this.texture);
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this.texture._updateUvs();
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// PIXI.WebGLRenderer.updateTextureFrame(this.texture);
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}
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};
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@ -53,6 +53,8 @@ Phaser.Circle = function (x, y, diameter) {
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Phaser.Circle.prototype = {
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type: null,
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/**
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* The circumference of the circle.
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* @method Phaser.Circle#circumference
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@ -62,6 +64,15 @@ Phaser.Circle.prototype = {
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return 2 * (Math.PI * this._radius);
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},
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/**
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* Returns the framing rectangle of the circle as a Phaser.Rectangle object
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* @method Phaser.Circle#getBounds
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* @return {Phaser.Rectangle} The bounds of the Circle.
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*/
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getBounds: function () {
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return new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);
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},
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/**
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* Sets the members of Circle to the specified values.
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* @method Phaser.Circle#setTo
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@ -68,6 +68,17 @@ Phaser.Ellipse.prototype = {
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},
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/**
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* Returns the framing rectangle of the ellipse as a Phaser.Rectangle object.
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* @method Phaser.Ellipse#getBounds
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* @return {Phaser.Rectangle} The bounds of the Circle.
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*/
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getBounds: function () {
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return new Phaser.Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);
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},
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/**
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* Copies the x, y, width and height properties from any given object to this Ellipse.
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* @method Phaser.Ellipse#copyFrom
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@ -27,6 +27,8 @@ Phaser.Polygon = function (points) {
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Phaser.Polygon.prototype = {
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type: null,
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/**
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* Creates a copy of the given Polygon.
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* This is a deep clone, the resulting copy contains new Phaser.Point objects
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