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https://github.com/photonstorm/phaser
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Added copyFrameRect method
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@ -29,6 +29,7 @@ var WebGLPipeline = require('../WebGLPipeline');
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* via the following methods in the Pipeline Manager:
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*
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* `copyFrame`
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* `copyFrameRect`
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* `drawFrame`
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* `blendFrames`
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* `blendFramesAdditive`
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@ -319,6 +320,58 @@ var UtilityPipeline = new Class({
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gl.bindTexture(gl.TEXTURE_2D, null);
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},
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/**
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* Binds the `source` Render Target and then copies a section of it to the `target` Render Target.
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*
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* This method is extremely fast because it uses `gl.copyTexSubImage2D` and doesn't
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* require the use of any shaders. Remember the coordinates are given in standard WebGL format,
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* where x and y specify the lower-left corner of the section, not the top-left.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#copyFrameRect
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* @since 3.50.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
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* @param {number} x - The x coordinate of the lower left corner where to start copying.
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* @param {number} y - The y coordinate of the lower left corner where to start copying.
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* @param {number} width - The width of the texture.
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* @param {number} height - The height of the texture.
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* @param {boolean} [clear=true] - Clear the target before copying?
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* @param {boolean} [clearAlpha=true] - Clear the alpha channel when running `gl.clear` on the target?
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*/
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copyFrameRect: function (source, target, x, y, width, height, clear, clearAlpha)
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{
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if (clear === undefined) { clear = true; }
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if (clearAlpha === undefined) { clearAlpha = true; }
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var gl = this.gl;
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gl.bindFramebuffer(gl.FRAMEBUFFER, source.framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, source.texture, 0);
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if (clear)
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{
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if (clearAlpha)
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{
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gl.clearColor(0, 0, 0, 0);
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}
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else
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{
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gl.clearColor(0, 0, 0, 1);
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}
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, target.texture);
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gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, width, height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindTexture(gl.TEXTURE_2D, null);
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},
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/**
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* Pops the framebuffer from the renderers FBO stack and sets that as the active target,
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* then draws the `source` Render Target to it. It then resets the renderer textures.
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