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Use multi-texturing
1 parent 99aa8bc commit 1eb3464

1 file changed

Lines changed: 4 additions & 2 deletions

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src/gameobjects/rope/RopeWebGLRenderer.js

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -57,7 +57,8 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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}
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var frame = src.frame;
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var texture = frame.glTexture;
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// var texture = frame.glTexture;
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var vertices = src.vertices;
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var uvs = src.uv;
@@ -73,7 +74,7 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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// Because it's a triangle strip and we don't want lots of degenerate triangles joining things up
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pipeline.flush();
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pipeline.setTexture2D(texture, 0);
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var textureUnit = pipeline.setGameObject(src);
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var vertexViewF32 = pipeline.vertexViewF32;
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var vertexViewU32 = pipeline.vertexViewU32;
@@ -110,6 +111,7 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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vertexViewF32[++vertexOffset] = ty;
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vertexViewF32[++vertexOffset] = uvs[i + 0];
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vertexViewF32[++vertexOffset] = uvs[i + 1];
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vertexViewF32[++vertexOffset] = textureUnit;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha));
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