diff --git a/src/pixi/extras/TilingSprite.js b/src/pixi/extras/TilingSprite.js index ea9d608..e422489 100644 --- a/src/pixi/extras/TilingSprite.js +++ b/src/pixi/extras/TilingSprite.js @@ -6,7 +6,7 @@ * A tiling sprite is a fast way of rendering a tiling image * * @class TilingSprite - * @extends DisplayObjectContainer + * @extends Sprite * @constructor * @param texture {Texture} the texture of the tiling sprite * @param width {Number} the width of the tiling sprite @@ -23,6 +23,7 @@ * @type Number */ this.width = width || 100; + /** * The height of the tiling sprite * diff --git a/src/pixi/extras/TilingSprite.js b/src/pixi/extras/TilingSprite.js index ea9d608..e422489 100644 --- a/src/pixi/extras/TilingSprite.js +++ b/src/pixi/extras/TilingSprite.js @@ -6,7 +6,7 @@ * A tiling sprite is a fast way of rendering a tiling image * * @class TilingSprite - * @extends DisplayObjectContainer + * @extends Sprite * @constructor * @param texture {Texture} the texture of the tiling sprite * @param width {Number} the width of the tiling sprite @@ -23,6 +23,7 @@ * @type Number */ this.width = width || 100; + /** * The height of the tiling sprite * diff --git a/src/pixi/renderers/webgl/shaders/PixiShader.js b/src/pixi/renderers/webgl/shaders/PixiShader.js index a6e6b13..047d70d 100644 --- a/src/pixi/renderers/webgl/shaders/PixiShader.js +++ b/src/pixi/renderers/webgl/shaders/PixiShader.js @@ -33,7 +33,6 @@ '}' ]; - /** * @property {number} textureCount - A local texture counter for multi-texture shaders. */ @@ -51,7 +50,6 @@ */ PIXI.PixiShader.prototype.init = function() { - var gl = this.gl; var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc); @@ -185,7 +183,7 @@ var gl = this.gl; gl.activeTexture(gl['TEXTURE' + this.textureCount]); - gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture); + gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]); // Extended texture data if (uniform.textureData) @@ -259,7 +257,6 @@ // This would probably be faster in an array and it would guarantee key order for (var key in this.uniforms) { - uniform = this.uniforms[key]; if (uniform.glValueLength === 1) @@ -306,7 +303,6 @@ /** * Destroys the shader * @method destroy -* */ PIXI.PixiShader.prototype.destroy = function() { @@ -318,7 +314,7 @@ }; /** -* +* The Default Vertex shader source * @property defaultVertexSrc * @type String */ @@ -342,7 +338,3 @@ ' vColor = vec4(color * aColor.x, aColor.x);', '}' ]; - - - -