This will hook onto the renderer's contextChange
and prerender
signals.
The renderer this works for.
Pool of BatchDrawCall
objects that flush
used
to create "batches" of the objects being rendered.
These are never re-allocated again. Shared between all batch renderers because it can be only one "flush" working at the moment.
Pool of BatchDrawCall
objects that flush
used
to create "batches" of the objects being rendered.
These are never re-allocated again. Shared between all batch renderers because it can be only one "flush" working at the moment.
Bind textures for current rendering
Populating drawcalls for rendering
Handles the contextChange
signal.
It calculates this.MAX_TEXTURES
and allocating the
packed-geometry object pool.
Destroys this AbstractBatchRenderer
. It cannot be used again.
Renders the content now and empties the current batch.
Fetches an attribute buffer from this._aBuffers
that
can hold atleast size
floats.
minimum capacity required
size
floatsFetches an index buffer from this._iBuffers
that can
have at least size
capacity.
minimum required capacity
size
indices.Makes sure that static and dynamic flush pooled objects have correct dimensions
Handles the prerender
signal.
It ensures that flushes start from the first geometry object again.
Takes the four batching parameters of element
, interleaves
and pushes them into the batching attribute/index buffers given.
It uses these properties: vertexData
uvs
, textureId
and
indicies
. It also uses the "tint" of the base-texture, if
present.
element being rendered
attribute buffer.
index buffer
number of floats already in the attribute buffer
number of indices already in indexBuffer
Buffers the "batchable" object. It need not be rendered immediately.
the element to render when using this renderer
Starts a new sprite batch.
Stops and flushes the current batch.
Generated using TypeDoc
Renderer dedicated to drawing and batching sprites.
This is the default batch renderer. It buffers objects with texture-based geometries and renders them in batches. It uploads multiple textures to the GPU to reduce to the number of draw calls.
PIXI