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The WebGL.Utils.getComponentCount function has been removed as this is no longer required internally.
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src/renderer/webgl/Utils.js

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@@ -123,38 +123,6 @@ module.exports = {
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return [ ur / 255, ug / 255, ub / 255 ];
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},
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/**
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* Counts how many attributes of 32 bits a vertex has
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*
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* @function Phaser.Renderer.WebGL.Utils.getComponentCount
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* @since 3.0.0
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*
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* @param {array} attributes - Array of attributes
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* @param {WebGLRenderingContext} glContext - WebGLContext used for check types
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*
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* @return {number} Count of 32 bit attributes in vertex
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*/
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getComponentCount: function (attributes, glContext)
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{
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var count = 0;
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for (var index = 0; index < attributes.length; ++index)
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{
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var element = attributes[index];
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if (element.type === glContext.FLOAT)
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{
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count += element.size;
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}
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else
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{
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count += 1;
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}
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}
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return count;
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},
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/**
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* Check to see how many texture units the GPU supports, based on the given config value.
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* Then tests this against the maximum number of iterations GLSL can support.

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