mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Added reset
property to Bind to get new vertex attrib locations
This commit is contained in:
parent
e4ec0bd182
commit
ca99c4564f
6 changed files with 58 additions and 41 deletions
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@ -277,33 +277,12 @@ var WebGLPipeline = new Class({
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*/
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*/
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boot: function ()
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boot: function ()
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{
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{
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var gl = this.gl;
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var vertexBuffer = this.vertexBuffer;
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var attributes = this.attributes;
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var program = this.program;
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var renderer = this.renderer;
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var renderer = this.renderer;
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var vertexSize = this.vertexSize;
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renderer.setProgram(program);
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renderer.setProgram(this.program);
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renderer.setVertexBuffer(vertexBuffer);
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renderer.setVertexBuffer(this.vertexBuffer);
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for (var i = 0; i < attributes.length; i++)
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this.setAttribPointers(true);
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{
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var element = attributes[i];
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var location = gl.getAttribLocation(program, element.name);
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if (location >= 0)
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{
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset);
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element.enabled = true;
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element.location = location;
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}
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else if (location !== -1)
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{
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gl.disableVertexAttribArray(location);
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}
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}
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this.hasBooted = true;
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this.hasBooted = true;
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@ -404,10 +383,14 @@ var WebGLPipeline = new Class({
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* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
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* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
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*
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* @return {this} This WebGLPipeline instance.
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* @return {this} This WebGLPipeline instance.
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*/
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*/
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bind: function ()
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bind: function (reset)
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{
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{
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if (reset === undefined) { reset = false; }
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var vertexBuffer = this.vertexBuffer;
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var vertexBuffer = this.vertexBuffer;
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var program = this.program;
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var program = this.program;
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var renderer = this.renderer;
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var renderer = this.renderer;
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@ -415,7 +398,7 @@ var WebGLPipeline = new Class({
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renderer.setProgram(program);
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renderer.setProgram(program);
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renderer.setVertexBuffer(vertexBuffer);
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renderer.setVertexBuffer(vertexBuffer);
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this.setAttribPointers();
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this.setAttribPointers(reset);
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return this;
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return this;
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},
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},
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@ -427,19 +410,40 @@ var WebGLPipeline = new Class({
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers
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* @since 3.50.0
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* @since 3.50.0
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*
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*
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* @param {boolean} [reset=false] - Reset the vertex attribute locations?
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*
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* @return {this} This WebGLPipeline instance.
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* @return {this} This WebGLPipeline instance.
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*/
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*/
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setAttribPointers: function ()
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setAttribPointers: function (reset)
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{
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{
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if (reset === undefined) { reset = false; }
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var gl = this.gl;
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var gl = this.gl;
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var attributes = this.attributes;
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var attributes = this.attributes;
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var vertexSize = this.vertexSize;
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var vertexSize = this.vertexSize;
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var program = this.program;
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for (var i = 0; i < attributes.length; i++)
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for (var i = 0; i < attributes.length; i++)
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{
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{
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var element = attributes[i];
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var element = attributes[i];
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if (element.enabled)
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if (reset)
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{
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var location = gl.getAttribLocation(program, element.name);
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if (location >= 0)
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{
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, element.size, element.type, element.normalized, vertexSize, element.offset);
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element.enabled = true;
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element.location = location;
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}
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else if (location !== -1)
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{
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gl.disableVertexAttribArray(location);
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}
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}
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else if (element.enabled)
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{
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{
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gl.vertexAttribPointer(element.location, element.size, element.type, element.normalized, vertexSize, element.offset);
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gl.vertexAttribPointer(element.location, element.size, element.type, element.normalized, vertexSize, element.offset);
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}
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}
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@ -1221,13 +1221,10 @@ var WebGLRenderer = new Class({
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this.setBlendMode(0, true);
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this.setBlendMode(0, true);
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this.resetTextures(true);
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this.resetTextures();
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this.currentActiveTexture = 1;
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this.startActiveTexture++;
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this.currentPipeline = pipelineInstance;
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this.currentPipeline = pipelineInstance;
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this.currentPipeline.bind();
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this.currentPipeline.bind(true);
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this.currentPipeline.onBind();
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this.currentPipeline.onBind();
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},
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},
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@ -110,11 +110,15 @@ var BitmapMaskPipeline = new Class({
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* @method Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline#bind
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* @method Phaser.Renderer.WebGL.Pipelines.BitmapMaskPipeline#bind
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* @since 3.50.0
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* @since 3.50.0
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*
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*
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* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
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*
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* @return {this} This WebGLPipeline instance.
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* @return {this} This WebGLPipeline instance.
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*/
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*/
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bind: function ()
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bind: function (reset)
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{
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{
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WebGLPipeline.prototype.bind.call(this);
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if (reset === undefined) { reset = false; }
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WebGLPipeline.prototype.bind.call(this, reset);
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var renderer = this.renderer;
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var renderer = this.renderer;
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var program = this.program;
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var program = this.program;
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@ -149,11 +149,15 @@ var LightPipeline = new Class({
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#bind
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* @method Phaser.Renderer.WebGL.Pipelines.LightPipeline#bind
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* @since 3.50.0
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* @since 3.50.0
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*
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*
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* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
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*
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* @return {this} This WebGLPipeline instance.
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* @return {this} This WebGLPipeline instance.
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*/
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*/
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bind: function ()
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bind: function (reset)
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{
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{
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WebGLPipeline.prototype.bind.call(this);
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if (reset === undefined) { reset = false; }
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WebGLPipeline.prototype.bind.call(this, reset);
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var renderer = this.renderer;
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var renderer = this.renderer;
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var program = this.program;
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var program = this.program;
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@ -298,11 +298,15 @@ var MultiPipeline = new Class({
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* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#bind
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* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#bind
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* @since 3.50.0
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* @since 3.50.0
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*
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*
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* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
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*
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* @return {this} This WebGLPipeline instance.
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* @return {this} This WebGLPipeline instance.
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*/
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*/
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bind: function ()
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bind: function (reset)
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{
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{
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WebGLPipeline.prototype.bind.call(this);
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if (reset === undefined) { reset = false; }
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WebGLPipeline.prototype.bind.call(this, reset);
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this.renderer.setInt1iv(this.program, 'uMainSampler', this.renderer.textureIndexes);
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this.renderer.setInt1iv(this.program, 'uMainSampler', this.renderer.textureIndexes);
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@ -308,11 +308,15 @@ var SinglePipeline = new Class({
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* @method Phaser.Renderer.WebGL.Pipelines.SinglePipeline#bind
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* @method Phaser.Renderer.WebGL.Pipelines.SinglePipeline#bind
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* @since 3.50.0
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* @since 3.50.0
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*
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*
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* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
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*
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* @return {this} This WebGLPipeline instance.
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* @return {this} This WebGLPipeline instance.
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*/
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*/
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bind: function ()
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bind: function (reset)
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{
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{
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WebGLPipeline.prototype.bind.call(this);
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if (reset === undefined) { reset = false; }
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WebGLPipeline.prototype.bind.call(this, reset);
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return this;
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return this;
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}
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}
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