@@ -14,7 +14,7 @@ var SpriteBatch32 = function (game, gl, manager)
1414{
1515 gl . getExtension ( 'OES_element_index_uint' ) ;
1616 CONST . INDEX_SIZE = 4 ;
17- CONST . MAX_SPRITES = 100000 ;
17+ CONST . MAX_SPRITES = 2000 ;
1818
1919 this . game = game ;
2020 this . type = PHASER_CONST . WEBGL ;
@@ -91,13 +91,13 @@ SpriteBatch32.prototype = {
9191 //CreateAttribDesc(gl, program, 'a_color', 3, 5121, true, CONST.VERTEX_SIZE, 36)
9292 CreateAttribDesc ( gl , program , 'a_position' , 2 , gl . FLOAT , false , CONST . VERTEX_SIZE , 0 ) ,
9393 CreateAttribDesc ( gl , program , 'a_tex_coord' , 2 , gl . FLOAT , false , CONST . VERTEX_SIZE , 8 ) ,
94- CreateAttribDesc ( gl , program , 'transform_a' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 16 ) ,
95- CreateAttribDesc ( gl , program , 'transform_b' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 20 ) ,
96- CreateAttribDesc ( gl , program , 'transform_c' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 24 ) ,
97- CreateAttribDesc ( gl , program , 'transform_d' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 28 ) ,
98- CreateAttribDesc ( gl , program , 'transform_tx' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 32 ) ,
99- CreateAttribDesc ( gl , program , 'transform_ty' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 36 ) ,
100- CreateAttribDesc ( gl , program , 'a_color' , 3 , gl . UNSIGNED_BYTE , true , CONST . VERTEX_SIZE , 40 )
94+ // CreateAttribDesc(gl, program, 'transform_a', 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 16),
95+ // CreateAttribDesc(gl, program, 'transform_b', 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 20),
96+ // CreateAttribDesc(gl, program, 'transform_c', 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 24),
97+ // CreateAttribDesc(gl, program, 'transform_d', 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 28),
98+ CreateAttribDesc ( gl , program , 'transform_tx' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 16 ) ,
99+ CreateAttribDesc ( gl , program , 'transform_ty' , 1 , gl . FLOAT , false , CONST . VERTEX_SIZE , 20 ) ,
100+ CreateAttribDesc ( gl , program , 'a_color' , 3 , gl . UNSIGNED_BYTE , true , CONST . VERTEX_SIZE , 24 )
101101 ] ;
102102
103103 var vertexArray = new VertexArray ( CreateBuffer ( gl , gl . ARRAY_BUFFER , gl . STREAM_DRAW , null , vertexDataBuffer . getByteCapacity ( ) ) , attribArray ) ;
@@ -172,10 +172,10 @@ SpriteBatch32.prototype = {
172172 vertexBufferF32 [ vertexOffset ++ ] = y ;
173173 vertexBufferF32 [ vertexOffset ++ ] = uvs . x0 ;
174174 vertexBufferF32 [ vertexOffset ++ ] = uvs . y0 ;
175- vertexBufferF32 [ vertexOffset ++ ] = a ;
176- vertexBufferF32 [ vertexOffset ++ ] = b ;
177- vertexBufferF32 [ vertexOffset ++ ] = c ;
178- vertexBufferF32 [ vertexOffset ++ ] = d ;
175+ // vertexBufferF32[vertexOffset++] = a;
176+ // vertexBufferF32[vertexOffset++] = b;
177+ // vertexBufferF32[vertexOffset++] = c;
178+ // vertexBufferF32[vertexOffset++] = d;
179179 vertexBufferF32 [ vertexOffset ++ ] = tx ;
180180 vertexBufferF32 [ vertexOffset ++ ] = ty ;
181181 vertexBufferU32 [ vertexOffset ++ ] = vertexColor . topLeft ;
@@ -184,10 +184,10 @@ SpriteBatch32.prototype = {
184184 vertexBufferF32 [ vertexOffset ++ ] = y + height ;
185185 vertexBufferF32 [ vertexOffset ++ ] = uvs . x1 ;
186186 vertexBufferF32 [ vertexOffset ++ ] = uvs . y1 ;
187- vertexBufferF32 [ vertexOffset ++ ] = a ;
188- vertexBufferF32 [ vertexOffset ++ ] = b ;
189- vertexBufferF32 [ vertexOffset ++ ] = c ;
190- vertexBufferF32 [ vertexOffset ++ ] = d ;
187+ // vertexBufferF32[vertexOffset++] = a;
188+ // vertexBufferF32[vertexOffset++] = b;
189+ // vertexBufferF32[vertexOffset++] = c;
190+ // vertexBufferF32[vertexOffset++] = d;
191191 vertexBufferF32 [ vertexOffset ++ ] = tx ;
192192 vertexBufferF32 [ vertexOffset ++ ] = ty ;
193193 vertexBufferU32 [ vertexOffset ++ ] = vertexColor . bottomLeft ;
@@ -196,10 +196,10 @@ SpriteBatch32.prototype = {
196196 vertexBufferF32 [ vertexOffset ++ ] = y + height ;
197197 vertexBufferF32 [ vertexOffset ++ ] = uvs . x2 ;
198198 vertexBufferF32 [ vertexOffset ++ ] = uvs . y2 ;
199- vertexBufferF32 [ vertexOffset ++ ] = a ;
200- vertexBufferF32 [ vertexOffset ++ ] = b ;
201- vertexBufferF32 [ vertexOffset ++ ] = c ;
202- vertexBufferF32 [ vertexOffset ++ ] = d ;
199+ // vertexBufferF32[vertexOffset++] = a;
200+ // vertexBufferF32[vertexOffset++] = b;
201+ // vertexBufferF32[vertexOffset++] = c;
202+ // vertexBufferF32[vertexOffset++] = d;
203203 vertexBufferF32 [ vertexOffset ++ ] = tx ;
204204 vertexBufferF32 [ vertexOffset ++ ] = ty ;
205205 vertexBufferU32 [ vertexOffset ++ ] = vertexColor . bottomRight ;
@@ -208,10 +208,10 @@ SpriteBatch32.prototype = {
208208 vertexBufferF32 [ vertexOffset ++ ] = y ;
209209 vertexBufferF32 [ vertexOffset ++ ] = uvs . x3 ;
210210 vertexBufferF32 [ vertexOffset ++ ] = uvs . y3 ;
211- vertexBufferF32 [ vertexOffset ++ ] = a ;
212- vertexBufferF32 [ vertexOffset ++ ] = b ;
213- vertexBufferF32 [ vertexOffset ++ ] = c ;
214- vertexBufferF32 [ vertexOffset ++ ] = d ;
211+ // vertexBufferF32[vertexOffset++] = a;
212+ // vertexBufferF32[vertexOffset++] = b;
213+ // vertexBufferF32[vertexOffset++] = c;
214+ // vertexBufferF32[vertexOffset++] = d;
215215 vertexBufferF32 [ vertexOffset ++ ] = tx ;
216216 vertexBufferF32 [ vertexOffset ++ ] = ty ;
217217 vertexBufferU32 [ vertexOffset ++ ] = vertexColor . topRight ;
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