@@ -901,7 +901,7 @@ var WebGLRenderer = new Class({
901901
902902 this . resize ( baseSize . width , baseSize . height ) ;
903903
904- pipelineManager . setMulti ( ) ;
904+ // pipelineManager.setMulti();
905905 } ,
906906
907907 /**
@@ -2076,8 +2076,28 @@ var WebGLRenderer = new Class({
20762076
20772077 var color = camera . backgroundColor ;
20782078
2079- var MultiPipeline = this . pipelines . MULTI_PIPELINE ;
2079+ this . pushScissor ( cx , cy , cw , ch ) ;
20802080
2081+ if ( camera . mask )
2082+ {
2083+ this . currentCameraMask . mask = camera . mask ;
2084+ this . currentCameraMask . camera = camera . _maskCamera ;
2085+
2086+ camera . mask . preRenderWebGL ( this , camera , camera . _maskCamera ) ;
2087+ }
2088+
2089+ if ( color . alphaGL > 0 )
2090+ {
2091+ var pipeline = this . pipelines . setCameraPipeline ( ) ;
2092+
2093+ pipeline . drawFillRect (
2094+ cx , cy , cw , ch ,
2095+ Utils . getTintFromFloats ( color . redGL , color . greenGL , color . blueGL , 1 ) ,
2096+ color . alphaGL
2097+ ) ;
2098+ }
2099+
2100+ /*
20812101 if (camera.renderToTexture)
20822102 {
20832103 this.flush();
@@ -2125,15 +2145,16 @@ var WebGLRenderer = new Class({
21252145 camera.mask.preRenderWebGL(this, camera, camera._maskCamera);
21262146 }
21272147
2128- if ( color . alphaGL > 0 )
2129- {
2130- MultiPipeline . drawFillRect (
2131- cx , cy , cw , ch ,
2132- Utils . getTintFromFloats ( color . redGL , color . greenGL , color . blueGL , 1 ) ,
2133- color . alphaGL
2134- ) ;
2135- }
2148+ // if (color.alphaGL > 0)
2149+ // {
2150+ // MultiPipeline.drawFillRect(
2151+ // cx, cy, cw , ch,
2152+ // Utils.getTintFromFloats(color.redGL, color.greenGL, color.blueGL, 1),
2153+ // color.alphaGL
2154+ // );
2155+ // }
21362156 }
2157+ */
21372158 } ,
21382159
21392160 /**
@@ -2163,7 +2184,8 @@ var WebGLRenderer = new Class({
21632184
21642185 /**
21652186 * Controls the post-render operations for the given camera.
2166- * Renders the foreground camera effects like flash and fading. It resets the current scissor state.
2187+ *
2188+ * Renders the foreground camera effects like flash and fading, then resets the current scissor state.
21672189 *
21682190 * @method Phaser.Renderer.WebGL.WebGLRenderer#postRenderCamera
21692191 * @since 3.0.0
@@ -2172,15 +2194,19 @@ var WebGLRenderer = new Class({
21722194 */
21732195 postRenderCamera : function ( camera )
21742196 {
2175- var multiPipeline = this . pipelines . setMulti ( ) ;
2197+ if ( camera . flashEffect . isRunning || camera . fadeEffect . isRunning )
2198+ {
2199+ var pipeline = this . pipelines . setCameraPipeline ( ) ;
21762200
2177- camera . flashEffect . postRenderWebGL ( multiPipeline , Utils . getTintFromFloats ) ;
2178- camera . fadeEffect . postRenderWebGL ( multiPipeline , Utils . getTintFromFloats ) ;
2201+ camera . flashEffect . postRenderWebGL ( pipeline , Utils . getTintFromFloats ) ;
2202+ camera . fadeEffect . postRenderWebGL ( pipeline , Utils . getTintFromFloats ) ;
2203+ }
21792204
21802205 camera . dirty = false ;
21812206
21822207 this . popScissor ( ) ;
21832208
2209+ /*
21842210 if (camera.renderToTexture)
21852211 {
21862212 multiPipeline.flush();
@@ -2223,6 +2249,7 @@ var WebGLRenderer = new Class({
22232249 // Force clear the current texture so that items next in the batch (like Graphics) don't try and use it
22242250 this.setBlankTexture(true);
22252251 }
2252+ */
22262253
22272254 if ( camera . mask )
22282255 {
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