@@ -291,7 +291,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
291291
292292 var tempTexture = this . renderer . createEmptyTexture ( 1 , 1 , 0 ) ;
293293
294- for ( i = 0 ; i < this . maxTextures ; i ++ )
294+ for ( i = 0 ; i < this . renderer . maxTextures ; i ++ )
295295 {
296296 gl . activeTexture ( gl . TEXTURE0 + i ) ;
297297
@@ -304,7 +304,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
304304
305305 gl . activeTexture ( gl . TEXTURE0 ) ;
306306
307- gl . uniform1iv ( this . uSamplerArray , indices ) ;
307+ gl . uniform1iv ( this . uSampler , indices ) ;
308308 }
309309 else
310310 {
@@ -360,7 +360,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
360360 {
361361 if ( this . renderer . textureArray [ textureSource . glTextureIndex ] !== textureSource )
362362 {
363- console . log ( 'setCurrentTexture - batch size' , this . currentBatchSize ) ;
363+ // console.log('setCurrentTexture - batch size', this.currentBatchSize);
364364 // console.log(textureSource);
365365
366366 if ( this . currentBatchSize > 0 )
@@ -370,7 +370,7 @@ Phaser.Renderer.WebGL.BatchManager.prototype = {
370370
371371 gl . activeTexture ( gl . TEXTURE0 + textureSource . glTextureIndex ) ;
372372
373- console . log ( 'activeTexture' , gl . TEXTURE0 + textureSource . glTextureIndex ) ;
373+ // console.log('activeTexture', gl.TEXTURE0 + textureSource.glTextureIndex);
374374
375375 gl . bindTexture ( gl . TEXTURE_2D , textureSource . glTexture ) ;
376376
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