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Large TextureTintPipeline refactor
* The Texture Tint vertex and fragment shaders have been updated to support the `inTexId` float attribute and dynamic generation. * The Texture Tint Pipeline has a new attribute, `inTexId` which is a `gl.FLOAT`. * `TextureTintPipeline.bind` is a new method that sets the `uMainSampler` uniform. * The `TextureTintPipeline.requireTextureBatch` method has been removed, as it's no longer required. * The `TextureTintPipeline.pushBatch` method has been removed, as it's no longer required. * The `TextureTintPipeline.maxQuads` property has been removed, as it's no longer required. * The `TextureTintPipeline.batches` property has been removed, as it's no longer required. * `TextureTintPipeline.flush` has been rewritten to support multi-textures. * `TextureTintPipeline.flush` no longer creates a sub-array if the batch is full, but instead uses `bufferData` for speed. * `TextureTintPipeline.currentUnit` is a new property that holds the most recently assigned texture unit. Treat as read-only.
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