diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index ed41cf0..9b7ab79 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -48,7 +48,7 @@ // this is where we store shader references.. // TODO we could cache this! - this.glShaders = []; + this.glShaders = {}; // used for cacheing.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index ed41cf0..9b7ab79 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -48,7 +48,7 @@ // this is where we store shader references.. // TODO we could cache this! - this.glShaders = []; + this.glShaders = {}; // used for cacheing.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index 2756f5b..d4dde12 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -67,16 +67,16 @@ /** * A map of renderer IDs to webgl renderTargets * - * @member {object} * @private + * @member {object} */ - this._glRenderTargets = []; + this._glRenderTargets = {}; /** * A reference to the canvas render target (we only need one as this can be shared accross renderers) * - * @member {object} * @private + * @member {object} */ this._canvasRenderTarget = null; diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index ed41cf0..9b7ab79 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -48,7 +48,7 @@ // this is where we store shader references.. // TODO we could cache this! - this.glShaders = []; + this.glShaders = {}; // used for cacheing.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index 2756f5b..d4dde12 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -67,16 +67,16 @@ /** * A map of renderer IDs to webgl renderTargets * - * @member {object} * @private + * @member {object} */ - this._glRenderTargets = []; + this._glRenderTargets = {}; /** * A reference to the canvas render target (we only need one as this can be shared accross renderers) * - * @member {object} * @private + * @member {object} */ this._canvasRenderTarget = null; diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index cbf1684..4ea921f 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -191,7 +191,7 @@ * @private * @member {object} */ - this._glTextures = []; + this._glTextures = {}; this._enabled = 0; this._id = 0; @@ -604,9 +604,6 @@ dispose() { this.emit('dispose', this); - - // this should no longer be needed, the renderers should cleanup all the gl textures. - // this._glTextures = {}; } /** diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index ed41cf0..9b7ab79 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -48,7 +48,7 @@ // this is where we store shader references.. // TODO we could cache this! - this.glShaders = []; + this.glShaders = {}; // used for cacheing.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index 2756f5b..d4dde12 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -67,16 +67,16 @@ /** * A map of renderer IDs to webgl renderTargets * - * @member {object} * @private + * @member {object} */ - this._glRenderTargets = []; + this._glRenderTargets = {}; /** * A reference to the canvas render target (we only need one as this can be shared accross renderers) * - * @member {object} * @private + * @member {object} */ this._canvasRenderTarget = null; diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index cbf1684..4ea921f 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -191,7 +191,7 @@ * @private * @member {object} */ - this._glTextures = []; + this._glTextures = {}; this._enabled = 0; this._id = 0; @@ -604,9 +604,6 @@ dispose() { this.emit('dispose', this); - - // this should no longer be needed, the renderers should cleanup all the gl textures. - // this._glTextures = {}; } /** diff --git a/src/mesh/Mesh.js b/src/mesh/Mesh.js index 2ced6dc..d9f6c69 100644 --- a/src/mesh/Mesh.js +++ b/src/mesh/Mesh.js @@ -115,7 +115,13 @@ */ this.tintRgb = new Float32Array([1, 1, 1]); - this._glDatas = []; + /** + * A map of renderer IDs to webgl render data + * + * @private + * @member {object} + */ + this._glDatas = {}; } /** diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index ed41cf0..9b7ab79 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -48,7 +48,7 @@ // this is where we store shader references.. // TODO we could cache this! - this.glShaders = []; + this.glShaders = {}; // used for cacheing.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) diff --git a/src/core/textures/BaseRenderTexture.js b/src/core/textures/BaseRenderTexture.js index 2756f5b..d4dde12 100644 --- a/src/core/textures/BaseRenderTexture.js +++ b/src/core/textures/BaseRenderTexture.js @@ -67,16 +67,16 @@ /** * A map of renderer IDs to webgl renderTargets * - * @member {object} * @private + * @member {object} */ - this._glRenderTargets = []; + this._glRenderTargets = {}; /** * A reference to the canvas render target (we only need one as this can be shared accross renderers) * - * @member {object} * @private + * @member {object} */ this._canvasRenderTarget = null; diff --git a/src/core/textures/BaseTexture.js b/src/core/textures/BaseTexture.js index cbf1684..4ea921f 100644 --- a/src/core/textures/BaseTexture.js +++ b/src/core/textures/BaseTexture.js @@ -191,7 +191,7 @@ * @private * @member {object} */ - this._glTextures = []; + this._glTextures = {}; this._enabled = 0; this._id = 0; @@ -604,9 +604,6 @@ dispose() { this.emit('dispose', this); - - // this should no longer be needed, the renderers should cleanup all the gl textures. - // this._glTextures = {}; } /** diff --git a/src/mesh/Mesh.js b/src/mesh/Mesh.js index 2ced6dc..d9f6c69 100644 --- a/src/mesh/Mesh.js +++ b/src/mesh/Mesh.js @@ -115,7 +115,13 @@ */ this.tintRgb = new Float32Array([1, 1, 1]); - this._glDatas = []; + /** + * A map of renderer IDs to webgl render data + * + * @private + * @member {object} + */ + this._glDatas = {}; } /** diff --git a/src/particles/ParticleContainer.js b/src/particles/ParticleContainer.js index ff9cb4b..e6a0ed5 100644 --- a/src/particles/ParticleContainer.js +++ b/src/particles/ParticleContainer.js @@ -76,10 +76,10 @@ this._batchSize = batchSize; /** - * @member {WebGLBuffer} + * @member {object} * @private */ - this._glBuffers = []; + this._glBuffers = {}; /** * @member {number}