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The Mesh Game Object WebGL Renderer function has been updated to support multi-texture units.
1 parent c0504e4 commit ec0914c

1 file changed

Lines changed: 2 additions & 2 deletions

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src/gameobjects/mesh/MeshWebGLRenderer.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -57,7 +57,6 @@ var MeshWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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}
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var frame = src.frame;
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var texture = frame.glTexture;
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var vertices = src.vertices;
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var uvs = src.uv;
@@ -72,7 +71,7 @@ var MeshWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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pipeline.flush();
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}
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pipeline.setTexture2D(texture, 0);
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var textureUnit = renderer.setTextureSource(frame.source);
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var vertexViewF32 = pipeline.vertexViewF32;
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var vertexViewU32 = pipeline.vertexViewU32;
@@ -100,6 +99,7 @@ var MeshWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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vertexViewF32[++vertexOffset] = ty;
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vertexViewF32[++vertexOffset] = uvs[i + 0];
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vertexViewF32[++vertexOffset] = uvs[i + 1];
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vertexViewF32[++vertexOffset] = textureUnit;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = Utils.getTintAppendFloatAlpha(colors[colorIndex], camera.alpha * alphas[colorIndex]);
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