diff --git a/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js b/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js index f13f242..19015d8 100755 --- a/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js +++ b/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js @@ -278,8 +278,6 @@ { var texture = tilingSprite.tilingTexture; - if(this.customShader) - // check texture.. if(this.currentBatchSize >= this.size) { @@ -387,10 +385,8 @@ verticies[index++] = alpha; verticies[index++] = tint; - // increment the batchs - this.textures[this.currentBatchSize] = texture.baseTexture; - this.blendModes[this.currentBatchSize] = tilingSprite.blendMode; - this.currentBatchSize++; + // increment the batchsize + this.sprites[this.currentBatchSize++] = tilingSprite; }; @@ -406,8 +402,7 @@ if (this.currentBatchSize===0)return; var gl = this.gl; - - + var shader; if(this.dirty) { @@ -419,7 +414,7 @@ gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - var shader = this.defaultShader.shaders[gl.id]; + shader = this.defaultShader.shaders[gl.id]; // this is the same for each shader? var stride = this.vertSize * 4; @@ -439,7 +434,7 @@ gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); } - var nextTexture, nextBlendMode; + var nextTexture, nextBlendMode, nextShader; var batchSize = 0; var start = 0; @@ -453,10 +448,10 @@ for (var i = 0, j = this.currentBatchSize; i < j; i++) { - var sprite = this.sprites[i]; + sprite = this.sprites[i]; nextTexture = sprite.texture.baseTexture; - nextBlendMode = sprite.blendMode + nextBlendMode = sprite.blendMode; nextShader = sprite.shader || this.defaultShader; blendSwap = currentBlendMode !== nextBlendMode; @@ -480,7 +475,7 @@ { currentShader = nextShader; - var shader = currentShader.shaders[gl.id]; + shader = currentShader.shaders[gl.id]; if(!shader) { @@ -494,7 +489,7 @@ } // set shader function??? - var change = this.renderSession.shaderManager.setShader(shader); + this.renderSession.shaderManager.setShader(shader); if(shader.dirty)shader.syncUniforms();