Fixed RenderTexture in WebGL.

This commit is contained in:
Richard Davey 2015-07-16 02:27:07 +01:00
parent 9c588d94e8
commit f552615982
2 changed files with 13 additions and 4 deletions

View file

@ -298,7 +298,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)
// A quick check to see if this element has a mask or a filter.
if (this._mask || this._filters)
{
var spriteBatch = renderSession.spriteBatch;
var spriteBatch = renderSession.spriteBatch;
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters)

View file

@ -208,9 +208,18 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, matrix, clear
return;
}
// Frame buffers come in upside down so we need to flip the matrix
matrix.translate(0, this.projection.y * 2);
matrix.scale(1, -1);
// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
var wt = displayObject.worldTransform;
wt.identity();
wt.translate(0, this.projection.y * 2);
if (matrix)
{
wt.append(matrix);
}
wt.scale(1, -1);
// Time to update all the children of the displayObject with the new matrix.
for (var i = 0; i < displayObject.children.length; i++)