@@ -793,97 +793,6 @@ var TextureTintPipeline = new Class({
793793 }
794794 } ,
795795
796- /*
797- batchList: function (blitter, camera, parentTransformMatrix)
798- {
799- this.renderer.setPipeline(this);
800-
801- var cameraScrollX = camera.scrollX * blitter.scrollFactorX;
802- var cameraScrollY = camera.scrollY * blitter.scrollFactorY;
803-
804- this._tempCameraMatrix.copyFrom(camera.matrix);
805-
806- if (parentTransformMatrix)
807- {
808- this._tempCameraMatrix.multiplyWithOffset(parentTransformMatrix, cameraScrollX, cameraScrollY);
809-
810- cameraScrollX = 0;
811- cameraScrollY = 0;
812- }
813-
814- var list = blitter.getRenderList();
815- var blitterX = blitter.x - cameraScrollX;
816- var blitterY = blitter.y - cameraScrollY;
817- var prevTextureSourceIndex = -1;
818- var tintEffect = false;
819- var alpha = camera.alpha * blitter.alpha;
820- var getTint = Utils.getTintAppendFloatAlpha;
821- var roundPixels = camera.roundPixels;
822-
823- for (var index = 0; index < list.length; index++)
824- {
825- var entry = list[index];
826- var frame = entry.frame;
827- var entryAlpha = entry.alpha * alpha;
828-
829- if (entryAlpha === 0)
830- {
831- continue;
832- }
833-
834- var width = frame.width;
835- var height = frame.height;
836-
837- var x = blitterX + entry.x + frame.x;
838- var y = blitterY + entry.y + frame.y;
839-
840- if (entry.flipX)
841- {
842- width *= -1;
843- x += frame.width;
844- }
845-
846- if (entry.flipY)
847- {
848- height *= -1;
849- y += frame.height;
850- }
851-
852- var xw = x + width;
853- var yh = y + height;
854-
855- var tx0 = x * this._tempCameraMatrix.a + y * this._tempCameraMatrix.c + this._tempCameraMatrix.e;
856- var ty0 = x * this._tempCameraMatrix.b + y * this._tempCameraMatrix.d + this._tempCameraMatrix.f;
857- var tx1 = xw * this._tempCameraMatrix.a + yh * this._tempCameraMatrix.c + this._tempCameraMatrix.e;
858- var ty1 = xw * this._tempCameraMatrix.b + yh * this._tempCameraMatrix.d + this._tempCameraMatrix.f;
859-
860- var tint = getTint(0xffffff, entryAlpha);
861- var uvs = frame.uvs;
862-
863- // Bind texture only if the Texture Source is different from before
864- if (frame.sourceIndex !== prevTextureSourceIndex)
865- {
866- this.setTexture2D(frame.glTexture, 0);
867-
868- prevTextureSourceIndex = frame.sourceIndex;
869- }
870-
871- if (roundPixels)
872- {
873- tx0 |= 0;
874- ty0 |= 0;
875- tx1 |= 0;
876- ty1 |= 0;
877- }
878-
879- if (this.batchVertices(tx0, ty0, tx1, ty1, uvs, tint, tint, tint, tint, tintEffect))
880- {
881- prevTextureSourceIndex = -1;
882- }
883- }
884- },
885- */
886-
887796 /**
888797 * Batches Mesh game object
889798 *
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