Fixed bug where scroll was effectively applied twice.

This commit is contained in:
Pete Baron 2016-06-13 18:38:55 +12:00
parent 446eab60af
commit c7476a6583

View file

@ -247,9 +247,6 @@ PIXI.Tilemap.prototype._renderBatch = function( renderSession )
{ {
var shader = renderSession.shaderManager.tilemapShader; var shader = renderSession.shaderManager.tilemapShader;
// set the scroll offset (in screen units)
gl.uniform2f( shader.uScrollOffset, this.scrollX * iWide, -this.scrollY * iHigh );
// upload the VBO // upload the VBO
gl.bufferData( gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW ); gl.bufferData( gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW );
@ -281,6 +278,10 @@ PIXI.Tilemap.prototype._renderWholeTilemap = function(renderSession)
gl.uniform1i( shader.uImageSampler, 0 ); gl.uniform1i( shader.uImageSampler, 0 );
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
gl.uniform2f(shader.uTileSize, this.tileWide, this.tileHigh); gl.uniform2f(shader.uTileSize, this.tileWide, this.tileHigh);
// set the base offset (in screen units) (it's zero, scrolling is now handled by the batch buffer values)
gl.uniform2f( shader.uScrollOffset, 0, 0 );
//gl.uniform2f( shader.uScrollOffset, this.scrollX * iWide, -this.scrollY * iHigh );
// check if a texture is dirty.. // check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id]) if(this.texture.baseTexture._dirty[gl.id])