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The TextureManager now generates a new texture with the key __WHITE durings its boot process. This is a pure white 4x4 texture used by the Graphics pipelines.
@@ -252,7 +255,7 @@ var TextureManager = new Class({
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {*} data - The Base64 encoded data.
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*
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*
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* @return {this} This Texture Manager instance.
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*/
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addBase64: function(key,data)
@@ -287,9 +290,9 @@ var TextureManager = new Class({
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/**
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* Gets an existing texture frame and converts it into a base64 encoded image and returns the base64 data.
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*
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*
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* You can also provide the image type and encoder options.
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*
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*
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* This will only work with bitmap based texture frames, such as those created from Texture Atlases.
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* It will not work with GL Texture objects, such as Shaders, or Render Textures. For those please
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* see the WebGL Snapshot function instead.
@@ -301,7 +304,7 @@ var TextureManager = new Class({
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* @param {(string|integer)} [frame] - The string-based name, or integer based index, of the Frame to get from the Texture.
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* @param {string} [type='image/png'] - A DOMString indicating the image format. The default format type is image/png.
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* @param {number} [encoderOptions=0.92] - A Number between 0 and 1 indicating the image quality to use for image formats that use lossy compression such as image/jpeg and image/webp. If this argument is anything else, the default value for image quality is used. The default value is 0.92. Other arguments are ignored.
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*
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*
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* @return {string} The base64 encoded data, or an empty string if the texture frame could not be found.
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