From dae0b2c1244a1a55de02814d9d7eeab1c7e1aa80 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Tue, 25 Oct 2016 01:54:49 +0100 Subject: [PATCH] Fixed Multi Texture support across split texture atlases. --- src/renderer/webgl/BatchManager.js | 8 ++++---- src/renderer/webgl/WebGLRenderer.js | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/renderer/webgl/BatchManager.js b/src/renderer/webgl/BatchManager.js index 288e1ea5c..fb87f4951 100644 --- a/src/renderer/webgl/BatchManager.js +++ b/src/renderer/webgl/BatchManager.js @@ -291,7 +291,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = { var tempTexture = this.renderer.createEmptyTexture(1, 1, 0); - for (i = 0; i < this.maxTextures; i++) + for (i = 0; i < this.renderer.maxTextures; i++) { gl.activeTexture(gl.TEXTURE0 + i); @@ -304,7 +304,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = { gl.activeTexture(gl.TEXTURE0); - gl.uniform1iv(this.uSamplerArray, indices); + gl.uniform1iv(this.uSampler, indices); } else { @@ -360,7 +360,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = { { if (this.renderer.textureArray[textureSource.glTextureIndex] !== textureSource) { - console.log('setCurrentTexture - batch size', this.currentBatchSize); + // console.log('setCurrentTexture - batch size', this.currentBatchSize); // console.log(textureSource); if (this.currentBatchSize > 0) @@ -370,7 +370,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = { gl.activeTexture(gl.TEXTURE0 + textureSource.glTextureIndex); - console.log('activeTexture', gl.TEXTURE0 + textureSource.glTextureIndex); + // console.log('activeTexture', gl.TEXTURE0 + textureSource.glTextureIndex); gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture); diff --git a/src/renderer/webgl/WebGLRenderer.js b/src/renderer/webgl/WebGLRenderer.js index c8041623b..1b91c44e9 100644 --- a/src/renderer/webgl/WebGLRenderer.js +++ b/src/renderer/webgl/WebGLRenderer.js @@ -86,7 +86,7 @@ Phaser.Renderer.WebGL = function (game) */ this.stencilBufferLimit = 6; - this.multiTexture = false; + this.multiTexture = true; this.extensions = {};