diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e94c788..ae99a20 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -187,56 +187,39 @@ displayObject.updateTransform(); displayObject.parent = cacheParent; + //TODO - do we need renderDisplayObject? + var renderTarget = this.rootRenderTarget; + var clear = this.clearBeforeRender; + // MOVE OUT? if(renderTexture) { var baseTexture = renderTexture.baseTexture; - - this.renderTextureManager.updateTexture(baseTexture); - - /* var gl = this.gl; if(!baseTexture._glRenderTargets[gl.id]) { - baseTexture._glRenderTargets[gl.id] = new RenderTarget(this.gl, baseTexture.width, baseTexture.height); - baseTexture._glTextures[gl.id] = baseTexture._glRenderTargets[gl.id].texture; + this.renderTextureManager.updateTexture(baseTexture); } - - */ - this.renderDisplayObject(displayObject, baseTexture._glRenderTargets[gl.id], this.clearBeforeRender); - } - else - { - this.renderDisplayObject(displayObject, this.rootRenderTarget, this.clearBeforeRender); + + renderTarget = baseTexture._glRenderTargets[gl.id]; + + // TODO make this optional.. + clear = true; } - this.emit('postrender'); -}; - -/** - * Renders a Display Object. - * - * @param displayObject {PIXI.DisplayObject} The DisplayObject to render - * @param renderTarget {PIXI.RenderTarget} The render target to use to render this display object - * - */ -WebGLRenderer.prototype.renderDisplayObject = function (displayObject, renderTarget, clear)//projection, buffer) -{ this.bindRenderTarget(renderTarget); - + if(clear) { renderTarget.clear(); } - // start the filter manager - this.filterManager.setFilterStack( renderTarget.filterStack ); - // render the scene! displayObject.renderWebGL(this); - // finish the current renderer.. this.currentRenderer.flush(); + + this.emit('postrender'); }; /** @@ -301,7 +284,7 @@ if(renderTarget !== this._activeRenderTarget) { this._activeRenderTarget = renderTarget; - + if(this._activeShader) { this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);