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Removed test code
1 parent 3568665 commit 265852f

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src/renderer/webgl/pipelines/TextureTintPipeline.js

Lines changed: 0 additions & 91 deletions
Original file line numberDiff line numberDiff line change
@@ -793,97 +793,6 @@ var TextureTintPipeline = new Class({
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}
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},
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/*
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batchList: function (blitter, camera, parentTransformMatrix)
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{
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this.renderer.setPipeline(this);
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var cameraScrollX = camera.scrollX * blitter.scrollFactorX;
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var cameraScrollY = camera.scrollY * blitter.scrollFactorY;
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this._tempCameraMatrix.copyFrom(camera.matrix);
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if (parentTransformMatrix)
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{
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this._tempCameraMatrix.multiplyWithOffset(parentTransformMatrix, cameraScrollX, cameraScrollY);
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cameraScrollX = 0;
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cameraScrollY = 0;
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}
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var list = blitter.getRenderList();
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var blitterX = blitter.x - cameraScrollX;
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var blitterY = blitter.y - cameraScrollY;
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var prevTextureSourceIndex = -1;
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var tintEffect = false;
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var alpha = camera.alpha * blitter.alpha;
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var getTint = Utils.getTintAppendFloatAlpha;
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var roundPixels = camera.roundPixels;
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for (var index = 0; index < list.length; index++)
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{
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var entry = list[index];
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var frame = entry.frame;
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var entryAlpha = entry.alpha * alpha;
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if (entryAlpha === 0)
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{
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continue;
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}
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var width = frame.width;
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var height = frame.height;
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var x = blitterX + entry.x + frame.x;
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var y = blitterY + entry.y + frame.y;
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if (entry.flipX)
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{
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width *= -1;
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x += frame.width;
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}
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if (entry.flipY)
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{
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height *= -1;
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y += frame.height;
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}
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var xw = x + width;
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var yh = y + height;
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var tx0 = x * this._tempCameraMatrix.a + y * this._tempCameraMatrix.c + this._tempCameraMatrix.e;
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var ty0 = x * this._tempCameraMatrix.b + y * this._tempCameraMatrix.d + this._tempCameraMatrix.f;
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var tx1 = xw * this._tempCameraMatrix.a + yh * this._tempCameraMatrix.c + this._tempCameraMatrix.e;
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var ty1 = xw * this._tempCameraMatrix.b + yh * this._tempCameraMatrix.d + this._tempCameraMatrix.f;
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var tint = getTint(0xffffff, entryAlpha);
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var uvs = frame.uvs;
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// Bind texture only if the Texture Source is different from before
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if (frame.sourceIndex !== prevTextureSourceIndex)
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{
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this.setTexture2D(frame.glTexture, 0);
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prevTextureSourceIndex = frame.sourceIndex;
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}
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if (roundPixels)
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{
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tx0 |= 0;
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ty0 |= 0;
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tx1 |= 0;
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ty1 |= 0;
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}
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if (this.batchVertices(tx0, ty0, tx1, ty1, uvs, tint, tint, tint, tint, tintEffect))
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{
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prevTextureSourceIndex = -1;
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}
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}
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},
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*/
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/**
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* Batches Mesh game object
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*

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