diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index e67680f..14083fe 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -88,7 +88,7 @@ // This could be speeded up for sure! const shader = this.primitiveShader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (let i = 0, n = webGL.data.length; i < n; i++) @@ -96,7 +96,7 @@ webGLData = webGL.data[i]; const shaderTemp = webGLData.shader; - renderer.bindShader(shaderTemp); + renderer._bindGLShader(shaderTemp); shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); shaderTemp.uniforms.tint = hex2rgb(graphics.tint); shaderTemp.uniforms.alpha = graphics.worldAlpha; diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index e67680f..14083fe 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -88,7 +88,7 @@ // This could be speeded up for sure! const shader = this.primitiveShader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (let i = 0, n = webGL.data.length; i < n; i++) @@ -96,7 +96,7 @@ webGLData = webGL.data[i]; const shaderTemp = webGLData.shader; - renderer.bindShader(shaderTemp); + renderer._bindGLShader(shaderTemp); shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); shaderTemp.uniforms.tint = hex2rgb(graphics.tint); shaderTemp.uniforms.alpha = graphics.worldAlpha; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index b76ae09..7949d2c 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -441,7 +441,7 @@ * @param {PIXI.Shader} shader - the new shader * @return {PIXI.WebGLRenderer} Returns itself. */ - bindShader(shader) + _bindGLShader(shader) { // TODO cache if (this._activeShader !== shader) diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index e67680f..14083fe 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -88,7 +88,7 @@ // This could be speeded up for sure! const shader = this.primitiveShader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (let i = 0, n = webGL.data.length; i < n; i++) @@ -96,7 +96,7 @@ webGLData = webGL.data[i]; const shaderTemp = webGLData.shader; - renderer.bindShader(shaderTemp); + renderer._bindGLShader(shaderTemp); shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); shaderTemp.uniforms.tint = hex2rgb(graphics.tint); shaderTemp.uniforms.alpha = graphics.worldAlpha; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index b76ae09..7949d2c 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -441,7 +441,7 @@ * @param {PIXI.Shader} shader - the new shader * @return {PIXI.WebGLRenderer} Returns itself. */ - bindShader(shader) + _bindGLShader(shader) { // TODO cache if (this._activeShader !== shader) diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 7e77dd7..1f605e7 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -255,7 +255,7 @@ renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); } - renderer.bindShader(shader); + renderer._bindGLShader(shader); // this syncs the pixi filters uniforms with glsl uniforms this.syncUniforms(shader, filter); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index e67680f..14083fe 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -88,7 +88,7 @@ // This could be speeded up for sure! const shader = this.primitiveShader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (let i = 0, n = webGL.data.length; i < n; i++) @@ -96,7 +96,7 @@ webGLData = webGL.data[i]; const shaderTemp = webGLData.shader; - renderer.bindShader(shaderTemp); + renderer._bindGLShader(shaderTemp); shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); shaderTemp.uniforms.tint = hex2rgb(graphics.tint); shaderTemp.uniforms.alpha = graphics.worldAlpha; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index b76ae09..7949d2c 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -441,7 +441,7 @@ * @param {PIXI.Shader} shader - the new shader * @return {PIXI.WebGLRenderer} Returns itself. */ - bindShader(shader) + _bindGLShader(shader) { // TODO cache if (this._activeShader !== shader) diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 7e77dd7..1f605e7 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -255,7 +255,7 @@ renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); } - renderer.bindShader(shader); + renderer._bindGLShader(shader); // this syncs the pixi filters uniforms with glsl uniforms this.syncUniforms(shader, filter); diff --git a/src/extras/webgl/TilingSpriteRenderer.js b/src/extras/webgl/TilingSpriteRenderer.js index 34b98c4..29b446d 100644 --- a/src/extras/webgl/TilingSpriteRenderer.js +++ b/src/extras/webgl/TilingSpriteRenderer.js @@ -103,7 +103,7 @@ const shader = isSimple ? this.simpleShader : this.shader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); const w = tex.width; const h = tex.height; diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index e67680f..14083fe 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -88,7 +88,7 @@ // This could be speeded up for sure! const shader = this.primitiveShader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (let i = 0, n = webGL.data.length; i < n; i++) @@ -96,7 +96,7 @@ webGLData = webGL.data[i]; const shaderTemp = webGLData.shader; - renderer.bindShader(shaderTemp); + renderer._bindGLShader(shaderTemp); shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); shaderTemp.uniforms.tint = hex2rgb(graphics.tint); shaderTemp.uniforms.alpha = graphics.worldAlpha; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index b76ae09..7949d2c 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -441,7 +441,7 @@ * @param {PIXI.Shader} shader - the new shader * @return {PIXI.WebGLRenderer} Returns itself. */ - bindShader(shader) + _bindGLShader(shader) { // TODO cache if (this._activeShader !== shader) diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 7e77dd7..1f605e7 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -255,7 +255,7 @@ renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); } - renderer.bindShader(shader); + renderer._bindGLShader(shader); // this syncs the pixi filters uniforms with glsl uniforms this.syncUniforms(shader, filter); diff --git a/src/extras/webgl/TilingSpriteRenderer.js b/src/extras/webgl/TilingSpriteRenderer.js index 34b98c4..29b446d 100644 --- a/src/extras/webgl/TilingSpriteRenderer.js +++ b/src/extras/webgl/TilingSpriteRenderer.js @@ -103,7 +103,7 @@ const shader = isSimple ? this.simpleShader : this.shader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); const w = tex.width; const h = tex.height; diff --git a/src/mesh/webgl/MeshRenderer.js b/src/mesh/webgl/MeshRenderer.js index 5258efa..e018173 100644 --- a/src/mesh/webgl/MeshRenderer.js +++ b/src/mesh/webgl/MeshRenderer.js @@ -92,7 +92,7 @@ glData.vertexBuffer.upload(mesh.vertices); - renderer.bindShader(glData.shader); + renderer._bindGLShader(glData.shader); glData.shader.uniforms.uSampler = renderer.bindTexture(texture); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index e67680f..14083fe 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -88,7 +88,7 @@ // This could be speeded up for sure! const shader = this.primitiveShader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (let i = 0, n = webGL.data.length; i < n; i++) @@ -96,7 +96,7 @@ webGLData = webGL.data[i]; const shaderTemp = webGLData.shader; - renderer.bindShader(shaderTemp); + renderer._bindGLShader(shaderTemp); shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); shaderTemp.uniforms.tint = hex2rgb(graphics.tint); shaderTemp.uniforms.alpha = graphics.worldAlpha; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index b76ae09..7949d2c 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -441,7 +441,7 @@ * @param {PIXI.Shader} shader - the new shader * @return {PIXI.WebGLRenderer} Returns itself. */ - bindShader(shader) + _bindGLShader(shader) { // TODO cache if (this._activeShader !== shader) diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 7e77dd7..1f605e7 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -255,7 +255,7 @@ renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); } - renderer.bindShader(shader); + renderer._bindGLShader(shader); // this syncs the pixi filters uniforms with glsl uniforms this.syncUniforms(shader, filter); diff --git a/src/extras/webgl/TilingSpriteRenderer.js b/src/extras/webgl/TilingSpriteRenderer.js index 34b98c4..29b446d 100644 --- a/src/extras/webgl/TilingSpriteRenderer.js +++ b/src/extras/webgl/TilingSpriteRenderer.js @@ -103,7 +103,7 @@ const shader = isSimple ? this.simpleShader : this.shader; - renderer.bindShader(shader); + renderer._bindGLShader(shader); const w = tex.width; const h = tex.height; diff --git a/src/mesh/webgl/MeshRenderer.js b/src/mesh/webgl/MeshRenderer.js index 5258efa..e018173 100644 --- a/src/mesh/webgl/MeshRenderer.js +++ b/src/mesh/webgl/MeshRenderer.js @@ -92,7 +92,7 @@ glData.vertexBuffer.upload(mesh.vertices); - renderer.bindShader(glData.shader); + renderer._bindGLShader(glData.shader); glData.shader.uniforms.uSampler = renderer.bindTexture(texture); diff --git a/src/particles/webgl/ParticleRenderer.js b/src/particles/webgl/ParticleRenderer.js index 768672a..4a18bde 100644 --- a/src/particles/webgl/ParticleRenderer.js +++ b/src/particles/webgl/ParticleRenderer.js @@ -110,7 +110,7 @@ */ start() { - this.renderer.bindShader(this.shader); + this.renderer._bindGLShader(this.shader); } /**