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Fixed issue when creating EffectLayer and RenderPass
1 parent ea44513 commit 9244b27

3 files changed

Lines changed: 6 additions & 5 deletions

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v3/src/checksum.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
11
var CHECKSUM = {
2-
build: '50d8bd90-478a-11e7-9f64-3f061ec2a0e8'
2+
build: '43bc4e80-47b0-11e7-88ab-6b6b368a5071'
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};
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module.exports = CHECKSUM;

v3/src/gameobjects/effectlayer/EffectLayer.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -34,7 +34,7 @@ var EffectLayer = new Class({
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var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0);
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var resourceManager = state.game.renderer.resourceManager;
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var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
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var wrap;
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var gl;
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this.dstRenderTarget = null;
@@ -45,7 +45,7 @@ var EffectLayer = new Class({
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if (resourceManager !== undefined)
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{
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gl = state.game.renderer.gl;
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wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
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this.dstShader = resourceManager.createShader(effectName, {
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vert: TexturedAndNormalizedTintedShader.vert,
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frag: fragmentShader

v3/src/gameobjects/renderpass/RenderPass.js

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -37,9 +37,9 @@ var RenderPass = new Class({
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var resourceManager = state.game.renderer.resourceManager;
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var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0);
40-
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
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var gl;
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var wrap;
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this.renderer = state.game.renderer;
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this.passRenderTarget = null;
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this.renderTexture = null;
@@ -49,6 +49,7 @@ var RenderPass = new Class({
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if (resourceManager !== undefined)
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{
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gl = state.game.renderer.gl;
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wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
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this.passShader = resourceManager.createShader(shaderName, {vert: TexturedAndNormalizedTintedShader.vert, frag: fragmentShader});
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this.renderTexture = resourceManager.createTexture(0, gl.LINEAR, gl.LINEAR, wrap, wrap, gl.RGBA, null, width, height);
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this.passRenderTarget = resourceManager.createRenderTarget(width, height, this.renderTexture, null);

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