PIXI.SpriteBatch = function(texture)
{
PIXI.DisplayObjectContainer.call( this);
this.textureThing = texture;
this.ready = false;
};
PIXI.SpriteBatch.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.SpriteBatch.constructor = PIXI.SpriteBatch;
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
{
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
this.ready = true;
// alert("!")
};
PIXI.SpriteBatch.prototype.updateTransform = function()
{
// dont need to!
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
{
if(!this.visible)return;
// renderSession.shaderManager.deactivateDefaultShader()
if(!this.ready)this.initWebGL( renderSession.gl );
renderSession.spriteBatch.stop();
renderSession.shaderManager.activateShader(renderSession.shaderManager.fastShader);
this.fastSpriteBatch.begin(renderSession);
this.fastSpriteBatch.render(this.children);
//console.log("!!")
// renderSession.shaderManager.activateDefaultShader()
renderSession.shaderManager.activateShader(renderSession.shaderManager.defaultShader);
renderSession.spriteBatch.start();
/*
gl.useProgram(PIXI.defaultShader.program);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
*/
};
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
{
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
PIXI.DisplayObjectContainer.prototype._renderCanvas.call(this, renderSession);
};