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Fix WebGL check in SpriteStage.js
This was breaking us on IE10. Fixes #1620
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vendor/scripts/SpriteStage.js
vendored
2
vendor/scripts/SpriteStage.js
vendored
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@ -528,7 +528,7 @@ var p = SpriteStage.prototype = new createjs.Stage();
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* into itself).
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* into itself).
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**/
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**/
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p.draw = function(ctx, ignoreCache) {
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p.draw = function(ctx, ignoreCache) {
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if (ctx === this._webGLContext || ctx instanceof WebGLRenderingContext) {
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if (typeof WebGLRenderingContext !== 'undefined' && (ctx === this._webGLContext || ctx instanceof WebGLRenderingContext)) {
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this._drawWebGLKids(this.children, ctx);
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this._drawWebGLKids(this.children, ctx);
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// If there is a remaining texture, draw it:
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// If there is a remaining texture, draw it:
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