@@ -251,72 +251,6 @@ var ForwardDiffuseLightPipeline = new Class({
251251 }
252252 } ,
253253
254- /**
255- * Generic function for batching a textured quad with a normal map.
256- *
257- * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#batchTexture
258- * @since 3.0.0
259- *
260- * @param {Phaser.GameObjects.GameObject } gameObject - Source GameObject
261- * @param {WebGLTexture } texture - Raw WebGLTexture associated with the quad
262- * @param {integer } textureWidth - Real texture width
263- * @param {integer } textureHeight - Real texture height
264- * @param {number } srcX - X coordinate of the quad
265- * @param {number } srcY - Y coordinate of the quad
266- * @param {number } srcWidth - Width of the quad
267- * @param {number } srcHeight - Height of the quad
268- * @param {number } scaleX - X component of scale
269- * @param {number } scaleY - Y component of scale
270- * @param {number } rotation - Rotation of the quad
271- * @param {boolean } flipX - Indicates if the quad is horizontally flipped
272- * @param {boolean } flipY - Indicates if the quad is vertically flipped
273- * @param {number } scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
274- * @param {number } scrollFactorY - By which factor is the quad effected by the camera vertical scroll
275- * @param {number } displayOriginX - Horizontal origin in pixels
276- * @param {number } displayOriginY - Vertical origin in pixels
277- * @param {number } frameX - X coordinate of the texture frame
278- * @param {number } frameY - Y coordinate of the texture frame
279- * @param {number } frameWidth - Width of the texture frame
280- * @param {number } frameHeight - Height of the texture frame
281- * @param {integer } tintTL - Tint for top left
282- * @param {integer } tintTR - Tint for top right
283- * @param {integer } tintBL - Tint for bottom left
284- * @param {integer } tintBR - Tint for bottom right
285- * @param {number } tintEffect - The tint effect (0 for additive, 1 for replacement)
286- * @param {number } uOffset - Horizontal offset on texture coordinate
287- * @param {number } vOffset - Vertical offset on texture coordinate
288- * @param {Phaser.Cameras.Scene2D.Camera } camera - Current used camera
289- * @param {Phaser.GameObjects.Components.TransformMatrix } parentTransformMatrix - Parent container
290- * @param {boolean } [skipFlip=false] - Skip the renderTexture check.
291- */
292- batchTexture : function (
293- gameObject ,
294- texture ,
295- textureWidth , textureHeight ,
296- srcX , srcY ,
297- srcWidth , srcHeight ,
298- scaleX , scaleY ,
299- rotation ,
300- flipX , flipY ,
301- scrollFactorX , scrollFactorY ,
302- displayOriginX , displayOriginY ,
303- frameX , frameY , frameWidth , frameHeight ,
304- tintTL , tintTR , tintBL , tintBR , tintEffect ,
305- uOffset , vOffset ,
306- camera ,
307- parentTransformMatrix ,
308- skipFlip )
309- {
310-
311- var normalTexture = this . getNormalMap ( gameObject ) ;
312-
313- TextureTintPipeline . prototype . batchTexture . call ( this , gameObject , texture , textureWidth , textureHeight , srcX , srcY , srcWidth , srcHeight , scaleX , scaleY , rotation , flipX , flipY , scrollFactorX , scrollFactorY , displayOriginX , displayOriginY , frameX , frameY , frameWidth , frameHeight , tintTL , tintTR , tintBL , tintBR , tintEffect , uOffset , vOffset , camera , parentTransformMatrix , skipFlip , true ) ;
314-
315- this . renderer . setNormalMap ( normalTexture . glTexture ) ;
316-
317- this . setNormalMapRotation ( rotation ) ;
318- } ,
319-
320254 /**
321255 * Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
322256 *
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