diff --git a/src/core/sprites/webgl/SpriteRenderer.js b/src/core/sprites/webgl/SpriteRenderer.js index 31511a1..f938bc4 100644 --- a/src/core/sprites/webgl/SpriteRenderer.js +++ b/src/core/sprites/webgl/SpriteRenderer.js @@ -201,6 +201,7 @@ var uvs; var textureId; var blendMode = sprites[0].blendMode; + var shader; currentGroup.textureCount = 0; currentGroup.start = 0; @@ -298,7 +299,7 @@ if(this.vaoMax <= this.vertexCount) { this.vaoMax++; - var shader = this.shaders[0]; + shader = this.shaders[0]; this.vertexBuffers[this.vertexCount] = glCore.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); // build the vao object that will render.. this.vaos[this.vertexCount] = this.renderer.createVao() @@ -316,18 +317,18 @@ for (i = 0; i < groupCount; i++) { var group = groups[i]; - var textureCount = group.textureCount; - var shader = this.shaders[textureCount-1]; + var groupTextureCount = group.textureCount; + shader = this.shaders[groupTextureCount-1]; if(!shader) { - shader = this.shaders[textureCount-1] = generateMultiTextureShader(gl, textureCount); - // console.log("SHADER generated for " + textureCount + " textures") + shader = this.shaders[groupTextureCount-1] = generateMultiTextureShader(gl, groupTextureCount); + console.log("SHADER generated for " + textureCount + " textures") } - renderer.bindShader(shader); + this.renderer.bindShader(shader); - for (var j = 0; j < textureCount; j++) + for (var j = 0; j < groupTextureCount; j++) { this.renderer.bindTexture(group.textures[j], j); }