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Removed batchTexture as it's no longer needed
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src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js

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@@ -251,72 +251,6 @@ var ForwardDiffuseLightPipeline = new Class({
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}
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},
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/**
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* Generic function for batching a textured quad with a normal map.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#batchTexture
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject
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* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad
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* @param {integer} textureWidth - Real texture width
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* @param {integer} textureHeight - Real texture height
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* @param {number} srcX - X coordinate of the quad
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* @param {number} srcY - Y coordinate of the quad
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* @param {number} srcWidth - Width of the quad
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* @param {number} srcHeight - Height of the quad
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* @param {number} scaleX - X component of scale
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* @param {number} scaleY - Y component of scale
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* @param {number} rotation - Rotation of the quad
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* @param {boolean} flipX - Indicates if the quad is horizontally flipped
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* @param {boolean} flipY - Indicates if the quad is vertically flipped
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* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
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* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll
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* @param {number} displayOriginX - Horizontal origin in pixels
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* @param {number} displayOriginY - Vertical origin in pixels
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* @param {number} frameX - X coordinate of the texture frame
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* @param {number} frameY - Y coordinate of the texture frame
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* @param {number} frameWidth - Width of the texture frame
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* @param {number} frameHeight - Height of the texture frame
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* @param {integer} tintTL - Tint for top left
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* @param {integer} tintTR - Tint for top right
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* @param {integer} tintBL - Tint for bottom left
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* @param {integer} tintBR - Tint for bottom right
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* @param {number} tintEffect - The tint effect (0 for additive, 1 for replacement)
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* @param {number} uOffset - Horizontal offset on texture coordinate
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* @param {number} vOffset - Vertical offset on texture coordinate
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* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container
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* @param {boolean} [skipFlip=false] - Skip the renderTexture check.
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*/
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batchTexture: function (
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gameObject,
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texture,
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textureWidth, textureHeight,
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srcX, srcY,
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srcWidth, srcHeight,
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scaleX, scaleY,
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rotation,
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flipX, flipY,
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scrollFactorX, scrollFactorY,
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displayOriginX, displayOriginY,
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frameX, frameY, frameWidth, frameHeight,
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tintTL, tintTR, tintBL, tintBR, tintEffect,
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uOffset, vOffset,
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camera,
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parentTransformMatrix,
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skipFlip)
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{
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var normalTexture = this.getNormalMap(gameObject);
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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);
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this.renderer.setNormalMap(normalTexture.glTexture);
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this.setNormalMapRotation(rotation);
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},
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/**
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* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
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*

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