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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