@@ -16,64 +16,6 @@ Phaser.Renderer.WebGL.GameObjects.Image = {
1616 }
1717
1818 renderer . spriteBatch . render ( src ) ;
19-
20- /*
21-
22- renderer.spriteBatch.setCurrentTexture(src.frame.source);
23-
24- // Get the Texture UVs
25- var frame = src.frame;
26- var source = frame.source;
27- var uvs = frame.uvs;
28-
29- var aX = src.anchorX;
30- var aY = src.anchorY;
31-
32- var w0, w1, h0, h1;
33-
34- w0 = (frame.width) * (1 - aX);
35- w1 = (frame.width) * -aX;
36-
37- h0 = frame.height * (1 - aY);
38- h1 = frame.height * -aY;
39-
40- var resolution = source.resolution;
41- var textureIndex = source.glTextureIndex;
42-
43- var wt = sprite.transform.world;
44-
45- var a = wt.a / resolution;
46- var b = wt.b / resolution;
47- var c = wt.c / resolution;
48- var d = wt.d / resolution;
49- var tx = wt.tx;
50- var ty = wt.ty;
51-
52- if (this.renderer.roundPixels)
53- {
54- tx |= 0;
55- ty |= 0;
56- }
57-
58- // Top Left
59-
60- a * w1 + c * h1 + tx
61-
62- renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor);
63-
64- // Top Right
65- renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor);
66-
67- // Bottom Right
68- renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor);
69-
70- // Bottom Left
71- renderer.spriteBatch.addVertexData(x, y, uvX, uvY, tint, bgColor, gameObject);
72-
73- // renderer.spriteBatch.render(src);
74-
75- */
76-
7719 }
7820
7921} ;
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