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https://github.com/photonstorm/phaser
synced 2024-11-25 14:10:42 +00:00
The MultiPipeline.batchTexture
method has a new optional boolean parameter skipPrePost
that will force the call to ignore calling the preBatch
and postBatch
Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.
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parent
52619b26f9
commit
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1 changed files with 9 additions and 5 deletions
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@ -460,7 +460,8 @@ var MultiPipeline = new Class({
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* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container.
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* @param {boolean} [skipFlip=false] - Skip the renderTexture check.
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* @param {number} [textureUnit] - Use the currently bound texture unit?
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* @param {number} [textureUnit] - The texture unit to set (defaults to currently bound if undefined or null)
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* @param {boolean} [skipPrePost=false] - Skip the pre and post manager calls?
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*/
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batchTexture: function (
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gameObject,
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@ -479,8 +480,11 @@ var MultiPipeline = new Class({
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camera,
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parentTransformMatrix,
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skipFlip,
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textureUnit)
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textureUnit,
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skipPrePost)
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{
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if (skipPrePost === undefined) { skipPrePost = false; }
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this.manager.set(this, gameObject);
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var camMatrix = this._tempMatrix1;
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@ -575,12 +579,12 @@ var MultiPipeline = new Class({
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var quad = calcMatrix.setQuad(x, y, x + width, y + height);
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if (textureUnit === undefined)
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if (textureUnit === undefined || textureUnit === null)
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{
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textureUnit = this.setTexture2D(texture);
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}
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if (gameObject)
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if (gameObject && !skipPrePost)
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{
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this.manager.preBatch(gameObject);
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}
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@ -589,7 +593,7 @@ var MultiPipeline = new Class({
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this.batchQuad(gameObject, quad[0], quad[1], quad[2], quad[3], quad[4], quad[5], quad[6], quad[7], u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
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if (gameObject)
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if (gameObject && !skipPrePost)
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{
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this.manager.postBatch(gameObject);
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}
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