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Tidying up.
1 parent 079f81a commit f1e8396

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src/gameobjects/image/ImageWebGLRenderer.js

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@@ -16,64 +16,6 @@ Phaser.Renderer.WebGL.GameObjects.Image = {
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}
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renderer.spriteBatch.render(src);
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/*
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renderer.spriteBatch.setCurrentTexture(src.frame.source);
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// Get the Texture UVs
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var frame = src.frame;
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var source = frame.source;
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var uvs = frame.uvs;
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var aX = src.anchorX;
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var aY = src.anchorY;
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var w0, w1, h0, h1;
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w0 = (frame.width) * (1 - aX);
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w1 = (frame.width) * -aX;
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h0 = frame.height * (1 - aY);
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h1 = frame.height * -aY;
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var resolution = source.resolution;
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var textureIndex = source.glTextureIndex;
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var wt = sprite.transform.world;
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var a = wt.a / resolution;
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var b = wt.b / resolution;
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var c = wt.c / resolution;
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var d = wt.d / resolution;
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var tx = wt.tx;
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var ty = wt.ty;
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if (this.renderer.roundPixels)
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{
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tx |= 0;
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ty |= 0;
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}
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// Top Left
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a * w1 + c * h1 + tx
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renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor);
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// Top Right
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renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor);
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// Bottom Right
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renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor);
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// Bottom Left
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renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor, gameObject);
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// renderer.spriteBatch.render(src);
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*/
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}
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};

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