@@ -293,16 +293,6 @@ var TextureTintPipeline = new Class({
293293 */
294294 this . polygonCache = [ ] ;
295295
296- /**
297- * Holds the most recently assigned texture unit.
298- * Treat this value as read-only.
299- *
300- * @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#currentUnit
301- * @type {number }
302- * @since 3.25.0
303- */
304- this . currentUnit = 0 ;
305-
306296 this . mvpInit ( ) ;
307297 } ,
308298
@@ -370,9 +360,6 @@ var TextureTintPipeline = new Class({
370360 * @since 3.1.0
371361 *
372362 * @param {WebGLTexture } [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
373- * @param {integer } [unit=0] - Texture unit to which the texture needs to be bound.
374- *
375- * @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline } This pipeline instance.
376363 */
377364 setTexture2D : function ( texture )
378365 {
@@ -423,12 +410,9 @@ var TextureTintPipeline = new Class({
423410 * @param {(Phaser.GameObjects.Image|Phaser.GameObjects.Sprite) } sprite - The texture based Game Object to add to the batch.
424411 * @param {Phaser.Cameras.Scene2D.Camera } camera - The Camera to use for the rendering transform.
425412 * @param {Phaser.GameObjects.Components.TransformMatrix } [parentTransformMatrix] - The transform matrix of the parent container, if set.
426- * @param {boolean } [forceZero=false] - Force this Sprite to use texture unit zero?
427413 */
428- batchSprite : function ( sprite , camera , parentTransformMatrix , forceZero )
414+ batchSprite : function ( sprite , camera , parentTransformMatrix )
429415 {
430- if ( forceZero === undefined ) { forceZero = false ; }
431-
432416 // Will cause a flush if this isn't the current pipeline, vertexbuffer or program
433417 this . renderer . setPipeline ( this ) ;
434418
@@ -438,7 +422,6 @@ var TextureTintPipeline = new Class({
438422
439423 var frame = sprite . frame ;
440424 var texture = frame . glTexture ;
441- var textureSource = frame . source ;
442425
443426 var u0 = frame . u0 ;
444427 var v0 = frame . v0 ;
@@ -570,16 +553,7 @@ var TextureTintPipeline = new Class({
570553 this . flush ( ) ;
571554 }
572555
573- var unit = 0 ;
574-
575- if ( forceZero )
576- {
577- this . renderer . setTextureZero ( textureSource . glTexture ) ;
578- }
579- else
580- {
581- unit = this . renderer . setTextureSource ( textureSource ) ;
582- }
556+ var unit = this . setGameObject ( sprite ) ;
583557
584558 var tintEffect = ( sprite . _isTinted && sprite . tintFill ) ;
585559
@@ -1119,7 +1093,9 @@ var TextureTintPipeline = new Class({
11191093 var u1 = frame . u1 ;
11201094 var v1 = frame . v1 ;
11211095
1122- this . batchQuad ( x0 , y0 , x1 , y1 , x2 , y2 , x3 , y3 , u0 , v0 , u1 , v1 , this . fillTint . TL , this . fillTint . TR , this . fillTint . BL , this . fillTint . BR , this . tintEffect ) ;
1096+ var tint = this . fillTint ;
1097+
1098+ this . batchQuad ( x0 , y0 , x1 , y1 , x2 , y2 , x3 , y3 , u0 , v0 , u1 , v1 , tint . TL , tint . TR , tint . BL , tint . BR , this . tintEffect ) ;
11231099 } ,
11241100
11251101 /**
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