Handle empty VBO case, and make sure we only drawArrays the correct number of vertices (to fix the large corrupt block in the top-right corner of many example demos).
Bizarrely, this version still chokes in Firefox, implying that the previous demo's horrible performance was not down to the GPU blocking as the rectangles are sent to it.
The test is not fully working because it does not scroll the drawing position. So instead of the map moving when you hit a scroll boundary, it simply stops drawing the top or left edges as the scroll region moves away from the visible window. It's an easy fix, but I think I'll leave it until I find out exactly why Firefox still chokes on this demo.
Progress text file updated with latest experiments and progress today.
This makes the layers in "blank tilemap" example work properly (you'll need to click the 3rd tile in the palette before drawing becomes visible - that's next up)
Ensure that TilemapLayerGL is treated as a valid layer the same as TilemapLayer.
TODO: I've hardwired the PIXI TilemapLayerGL test flag (pixiTest) to be 'on' unless otherwise specified... need to turn this off before final commits!
The PIXI file has a reverse dependency on Phaser for it's 'layer' parameter which contains a Phaser.Tilemap (which holds the map data). The other changes adapt it to the new data source (previously this expected a raw JSON object encoded like the Mario.json map is).
The Phaser file now keeps a reference to the data parsed from the original map, and adds a branch in createLayer to build a TilemapLayerGL instead of a TilemapLayer.
This is just the first test which actually produces some visible output (the map is drawn for the "sci fly" demo example, if you adjust line 27 of that source file to: layer = map.createLayer(0, undefined, undefined, undefined, true);
The new terminal "true" parameter instructs Phaser.Tilemap.createLayer to create a TilemapLayerGL object instead of the usual Phaser.TilemapLayer.
Add very simple tilemap render function to draw every layer, every tile, for the tiles provided.
Link to the TilemapShader and get the whole thing working.
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)