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path: root/js/helper-classes/RDGE/GLWorld.js
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-rwxr-xr-xjs/helper-classes/RDGE/GLWorld.js45
1 files changed, 20 insertions, 25 deletions
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js
index c8327064..1edd5cff 100755
--- a/js/helper-classes/RDGE/GLWorld.js
+++ b/js/helper-classes/RDGE/GLWorld.js
@@ -163,7 +163,7 @@ function GLWorld( canvas, use3D )
163 this.renderer.cameraManager().setActiveCamera(cam); 163 this.renderer.cameraManager().setActiveCamera(cam);
164 164
165 // change clear color 165 // change clear color
166 this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); 166 //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT);
167 this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); 167 this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]);
168 //this.renderer.NinjaWorld = this; 168 //this.renderer.NinjaWorld = this;
169 169
@@ -206,6 +206,7 @@ function GLWorld( canvas, use3D )
206 { 206 {
207 if (!dt) dt = 0.2; 207 if (!dt) dt = 0.2;
208 208
209 dt = 0.01; // use our own internal throttle
209 this.elapsed += dt; 210 this.elapsed += dt;
210 211
211 if (this._useWebGL) 212 if (this._useWebGL)
@@ -232,39 +233,35 @@ function GLWorld( canvas, use3D )
232 { 233 {
233 g_Engine.setContext( this._canvas.uuid ); 234 g_Engine.setContext( this._canvas.uuid );
234 var ctx = g_Engine.getContext(); 235 var ctx = g_Engine.getContext();
235 var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle);
236 if (ctx1 != ctx)
237 console.log( "***** different contexts (2) *****" );
238 var aRenderer = ctx1.renderer;
239 var renderer = ctx.renderer; 236 var renderer = ctx.renderer;
240 if (renderer != aRenderer)
241 {
242 console.log( "***** DIFFERENT RENDERERS *****" );
243 renderer = aRenderer;
244 }
245
246 if (renderer.unloadedTextureCount <= 0) 237 if (renderer.unloadedTextureCount <= 0)
247 { 238 {
248 renderer.disableCulling(); 239 renderer.disableCulling();
249 //console.log( "GLWorld.draw " + renderer._world._worldCount ); 240 //console.log( "GLWorld.draw " + renderer._world._worldCount );
241 renderer._clear();
250 this.myScene.render(); 242 this.myScene.render();
251 243
252 if (this._firstRender) 244 if (this._firstRender)
253 { 245 {
254 this._firstRender = false; 246 if (this._canvas.task)
255
256 if (!this.hasAnimatedMaterials())
257 { 247 {
258 //this.myScene.render(); 248 this._firstRender = false;
259 this._canvas.task.stop(); 249
260 //this._renderCount = 10; 250 if (!this.hasAnimatedMaterials())
251 {
252 this._canvas.task.stop();
253 //this._renderCount = 10;
254 }
261 } 255 }
262 } 256 }
263 else if (this._renderCount >= 0) 257 else if (this._renderCount >= 0)
264 { 258 {
265 this._renderCount--; 259 if (this._canvas.task)
266 if (this._renderCount <= 0) 260 {
267 this._canvas.task.stop(); 261 this._renderCount--;
262 if (this._renderCount <= 0)
263 this._canvas.task.stop();
264 }
268 } 265 }
269 } 266 }
270 } 267 }
@@ -394,11 +391,9 @@ function GLWorld( canvas, use3D )
394 if (this._useWebGL) 391 if (this._useWebGL)
395 { 392 {
396 rdgeStarted = true; 393 rdgeStarted = true;
397 394 this._canvas.rdgeid = this._canvas.uuid;
398 this._canvas.rdgeid = this._canvas.uuid; 395 g_Engine.registerCanvas(this._canvas, this);
399 396 RDGEStart( this._canvas );
400 g_Engine.registerCanvas(this._canvas, this);
401 RDGEStart( this._canvas );
402 397
403 //this._canvas.fpsTracker = new fpsTracker( '0' ); 398 //this._canvas.fpsTracker = new fpsTracker( '0' );
404 //this._canvas.task = new RDGETask(this._canvas, false); 399 //this._canvas.task = new RDGETask(this._canvas, false);