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Fix FillRect.
It wasn't updated to the latest batch paradigm. This fixes camera fill, flash, and fade.
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1 changed files with 11 additions and 16 deletions
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@ -31,15 +31,6 @@ var FillRect = new Class({
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{
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RenderNode.call(this, 'FillRect', manager, renderer);
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/**
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* Temporary matrix for computing the area covered by the rectangle.
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*
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* @name Phaser.Renderer.WebGL.RenderNodes.FillRect#_objectMatrix
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @private
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*/
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this._objectMatrix = new TransformMatrix();
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/**
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* An unchanging identity matrix.
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*
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@ -78,8 +69,6 @@ var FillRect = new Class({
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*/
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run: function (drawingContext, parentMatrix, x, y, width, height, tintTL, tintTR, tintBL, tintBR, tintFill, inWorldSpace)
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{
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this._objectMatrix.applyITRS(x, y, 0, width, height);
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var currentMatrix = this._identityMatrix;
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if (inWorldSpace)
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@ -93,17 +82,23 @@ var FillRect = new Class({
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currentMatrix = this._calcMatrix;
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}
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this.manager.nodes.BatchTexturedTintedRawQuads.batch(
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var quad = currentMatrix.setQuad(x, y, x + width, y + height);
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this.manager.nodes.BatchTexturedTintedTransformedQuads.batch(
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drawingContext,
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this.renderer.whiteTexture,
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tintFill,
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this._objectMatrix,
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this._identityMatrix,
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currentMatrix,
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// Quad vertices in TRIANGLE_STRIP order:
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quad[0], quad[1],
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quad[2], quad[3],
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quad[6], quad[7],
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quad[4], quad[5],
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// Texture coordinates in X, Y, Width, Height:
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0, 0, 1, 1,
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tintFill,
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// Tint colors in TRIANGLE_STRIP order:
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tintTL, tintTR, tintBL, tintBR
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);
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