Scott Erickson
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3c9b40e8f4
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Set up placeholders for when WebGLSprites don't have their raw data built yet. Not finished yet because of scaling, but will come back to it... Got some refactoring to do first.
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2014-09-19 13:50:14 -07:00 |
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Scott Erickson
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7fb261f577
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Removed some unnecessary expectations.
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2014-09-18 12:22:54 -07:00 |
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Scott Erickson
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c7279e68a8
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The whole WebGL system now dynamically renders needed frames when actions it doesn't support get activated.
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2014-09-18 12:19:52 -07:00 |
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Scott Erickson
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0404b94e5e
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WebGLSprites of all types no longer display anything at all if their required data hasn't been rendered.
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2014-09-18 11:56:49 -07:00 |
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Scott Erickson
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7db73a5ddf
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Fixed a test.
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2014-09-18 11:12:49 -07:00 |
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Scott Erickson
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b1784a1207
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Had apparently switched the SpriteBoss tests to use a regular Stage instead of a SpriteStage. Switched it back, and fixed a subsequent bug with the Layer responding to Camera events (apparently SpriteStage does not take regX/Y or scaleX/Y into account).
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2014-09-18 11:12:18 -07:00 |
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Scott Erickson
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f2765e05b0
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Added some explanations for the SpriteBoss test setup.
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2014-09-18 11:04:16 -07:00 |
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Scott Erickson
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0b948d4a1e
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Got the SpriteBoss to handle removing sprites again.
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2014-09-18 10:03:13 -07:00 |
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Scott Erickson
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dbfbddeb5d
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Added a test to make sure the WebGLLayer ended up with the right number of children after multiple renderings. Fixed something that was breaking WebGLLayer and WebGLSprite tests.
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2014-09-17 16:06:23 -07:00 |
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Scott Erickson
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7387248ffd
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Initial integration of SpriteBoss with the WebGLLayer and all else.
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2014-09-17 15:47:25 -07:00 |
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