diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index 47572e2..548c7fd 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -124,7 +124,7 @@ this.gl = createContext(this.view, this._contextOptions); this.state = new WebGLState(this.gl); - + this._initContext(); // map some webGL blend and drawmodes.. @@ -268,12 +268,16 @@ } }; +WebGLRenderer.prototype.setBlendMode = function (mode) +{ +} + /** * Changes the current render target to the one given in parameter * * @param renderTarget {PIXI.RenderTarget} the new render target */ -WebGLRenderer.prototype.bindRenderTarget = function (renderTarget)//projection, buffer) +WebGLRenderer.prototype.bindRenderTarget = function (renderTarget) { if(renderTarget !== this._activeRenderTarget) { @@ -290,7 +294,7 @@ } } -WebGLRenderer.prototype.bindShader = function (shader)//projection, buffer) +WebGLRenderer.prototype.bindShader = function (shader) { //TODO cache if(this._activeShader !== shader) @@ -332,6 +336,20 @@ } } +/** + * resets WebGL state so you can render things however you fancy! + * @return {[type]} [description] + */ +WebGLRenderer.prototype.reset = function () +{ + this._activeShader = null; + this._activeRenderTarget = null; + + // bind the main frame buffer (the screen); + this.rootRenderTarget.activate(); + + this.state.reset(); +} /** * Handles a lost webgl context