diff --git a/v3/src/checksum.js b/v3/src/checksum.js index 039f7010d..74fe54416 100644 --- a/v3/src/checksum.js +++ b/v3/src/checksum.js @@ -1,4 +1,4 @@ var CHECKSUM = { -build: '9783ae10-f200-11e6-8fd1-91715dad763f' +build: '1ab7d5b0-f236-11e6-867a-17ae0be84b32' }; module.exports = CHECKSUM; \ No newline at end of file diff --git a/v3/src/gameobjects/blitter/BlitterWebGLRenderer.js b/v3/src/gameobjects/blitter/BlitterWebGLRenderer.js index c7eaaf465..68dceb4f1 100644 --- a/v3/src/gameobjects/blitter/BlitterWebGLRenderer.js +++ b/v3/src/gameobjects/blitter/BlitterWebGLRenderer.js @@ -1,4 +1,3 @@ - var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage) { var worldAlpha = src.color.worldAlpha; @@ -12,16 +11,12 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage) } // Render bobs + for (var i = 0; i <= len; ++i) { var bob = src.children.list[i]; var frame = bob.frame; - // if (!bob.visible) - // { - // continue; - // } - renderer.blitterBatch.add(bob.x, bob.y, frame, worldAlpha); } }; diff --git a/v3/src/input/keyboard/events/ProcessKeyDown.js b/v3/src/input/keyboard/events/ProcessKeyDown.js index 4ad83f3b0..e87a03b4a 100644 --- a/v3/src/input/keyboard/events/ProcessKeyDown.js +++ b/v3/src/input/keyboard/events/ProcessKeyDown.js @@ -7,7 +7,7 @@ var ProcessKeyDown = function (event, list, prevent) { - if (prevent === undefined) { prevent = false; } + if (prevent === undefined) { prevent = false; } if (list) { diff --git a/v3/src/renderer/webgl/batches/blitter/BlitterBatch.js b/v3/src/renderer/webgl/batches/blitter/BlitterBatch.js index 06c2e617a..0f16d7635 100644 --- a/v3/src/renderer/webgl/batches/blitter/BlitterBatch.js +++ b/v3/src/renderer/webgl/batches/blitter/BlitterBatch.js @@ -86,6 +86,7 @@ BlitterBatch.prototype = { this.indexBufferObject = indexBufferObject; this.vertexArray = vertexArray; this.viewMatrixLocation = viewMatrixLocation; + this.maxParticles = max; // Populate the index buffer only once for (var indexA = 0, indexB = 0; indexA < max; indexA += CONST.PARTICLE_INDEX_COUNT, indexB += CONST.PARTICLE_VERTEX_COUNT) @@ -115,16 +116,20 @@ BlitterBatch.prototype = { { this.manager.setBatch(this, frame.texture.source[frame.sourceIndex].glTexture); - // The user must check if the buffers are full before flushing - // this is to give freedom of when should the renderer flush. var vertexDataBuffer = this.vertexDataBuffer; + if (this.elementCount >= this.maxParticles) + { + this.flush(); + } + var vertexDataBuffer = this.vertexDataBuffer; var vertexBuffer = vertexDataBuffer.floatView; var vertexOffset = vertexDataBuffer.allocate(CONST.PARTICLE_VERTEX_COMPONENT_COUNT * CONST.PARTICLE_VERTEX_COUNT); var uvs = frame.uvs; var width = frame.width; var height = frame.height; - x += frame.x - y += frame.y + + x += frame.x; + y += frame.y; vertexBuffer[vertexOffset++] = x; vertexBuffer[vertexOffset++] = y; diff --git a/v3/src/renderer/webgl/batches/blitter/const.js b/v3/src/renderer/webgl/batches/blitter/const.js index e8508abe9..873fb40a5 100644 --- a/v3/src/renderer/webgl/batches/blitter/const.js +++ b/v3/src/renderer/webgl/batches/blitter/const.js @@ -12,7 +12,7 @@ var CONST = { // How many 32-bit components does the vertex have. PARTICLE_VERTEX_COMPONENT_COUNT: 5, - // Can't be bigger since index are 16-bit + // Can't be bigger than 10,000 since index are 16-bit MAX_PARTICLES: 2000, VERTEX_SHADER_SOURCE: VertexShader,