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The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units.
1 parent ec0914c commit 446389b

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Lines changed: 2 additions & 2 deletions

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src/gameobjects/blitter/BlitterWebGLRenderer.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -99,7 +99,7 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, cam
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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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pipeline.setTexture2D(frame.glTexture, 0);
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var textureUnit = renderer.setTextureSource(frame.source);
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prevTextureSourceIndex = frame.sourceIndex;
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}
@@ -114,7 +114,7 @@ var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, cam
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}
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// TL x/y, BL x/y, BR x/y, TR x/y
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if (pipeline.batchQuad(tx0, ty0, tx0, ty1, tx1, ty1, tx1, ty0, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, frame.glTexture, 0))
117+
if (pipeline.batchQuad(tx0, ty0, tx0, ty1, tx1, ty1, tx1, ty0, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, frame.glTexture, textureUnit))
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{
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prevTextureSourceIndex = -1;
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}

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