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openfl

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A fast, productive library for 2D cross-platform development.

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// Class: openfl.display._internal.Context3DBitmapData var $global = typeof window != "undefined" ? window : typeof global != "undefined" ? global : typeof self != "undefined" ? self : this $global.Object.defineProperty(exports, "__esModule", {value: true}); var __map_reserved = {}; // Imports var $hxClasses = require("./../../../hxClasses_stub").default; var $hxEnums = require("./../../../hxEnums_stub").default; // Constructor var Context3DBitmapData = function(){} // Meta Context3DBitmapData.__name__ = "openfl.display._internal.Context3DBitmapData"; Context3DBitmapData.__isInterface__ = false; Context3DBitmapData.prototype = { }; Context3DBitmapData.prototype.__class__ = Context3DBitmapData.prototype.constructor = $hxClasses["openfl.display._internal.Context3DBitmapData"] = Context3DBitmapData; // Init // Statics Context3DBitmapData.renderDrawable = function(bitmapData,renderer) { var context = renderer.__context3D; var gl = context.gl; renderer.__setBlendMode("normal"); var shader = renderer.__defaultDisplayShader; renderer.setShader(shader); renderer.applyBitmapData(bitmapData,renderer.__upscaled); renderer.applyMatrix(renderer.__getMatrix(bitmapData.__worldTransform,"auto")); renderer.applyAlpha(bitmapData.__worldAlpha); renderer.applyColorTransform(bitmapData.__worldColorTransform); renderer.updateShader(); var vertexBuffer = bitmapData.getVertexBuffer(context); if(shader.__position != null) { context.setVertexBufferAt(shader.__position.index,vertexBuffer,0,"float3"); } if(shader.__textureCoord != null) { context.setVertexBufferAt(shader.__textureCoord.index,vertexBuffer,3,"float2"); } var indexBuffer = bitmapData.getIndexBuffer(context); context.drawTriangles(indexBuffer); renderer.__clearShader(); } Context3DBitmapData.renderDrawableMask = function(bitmapData,renderer) { var context = renderer.__context3D; var gl = context.gl; var shader = renderer.__maskShader; renderer.setShader(shader); renderer.applyBitmapData(bitmapData,renderer.__upscaled); renderer.applyMatrix(renderer.__getMatrix(bitmapData.__worldTransform,"auto")); renderer.updateShader(); var vertexBuffer = bitmapData.getVertexBuffer(context); if(shader.__position != null) { context.setVertexBufferAt(shader.__position.index,vertexBuffer,0,"float3"); } if(shader.__textureCoord != null) { context.setVertexBufferAt(shader.__textureCoord.index,vertexBuffer,3,"float2"); } var indexBuffer = bitmapData.getIndexBuffer(context); context.drawTriangles(indexBuffer); renderer.__clearShader(); } // Export exports.default = Context3DBitmapData;