use GL. instead of this. in generateTempBuffers in order to not confuse closure

This commit is contained in:
Alon Zakai 2013-05-17 10:41:59 -07:00
Родитель 5439812184
Коммит 926552ee2a
1 изменённых файлов: 12 добавлений и 12 удалений

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@ -71,35 +71,35 @@ var LibraryGL = {
tempQuadIndexBuffer: null,
generateTempBuffers: function(quads) {
this.tempBufferIndexLookup = new Uint8Array(this.MAX_TEMP_BUFFER_SIZE+1);
this.tempVertexBuffers = [];
this.tempIndexBuffers = [];
GL.tempBufferIndexLookup = new Uint8Array(GL.MAX_TEMP_BUFFER_SIZE+1);
GL.tempVertexBuffers = [];
GL.tempIndexBuffers = [];
var last = -1, curr = -1;
var size = 1;
for (var i = 0; i <= this.MAX_TEMP_BUFFER_SIZE; i++) {
for (var i = 0; i <= GL.MAX_TEMP_BUFFER_SIZE; i++) {
if (i > size) {
size <<= 1;
}
if (size != last) {
curr++;
this.tempVertexBuffers[curr] = Module.ctx.createBuffer();
Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.tempVertexBuffers[curr]);
GL.tempVertexBuffers[curr] = Module.ctx.createBuffer();
Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, GL.tempVertexBuffers[curr]);
Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null);
this.tempIndexBuffers[curr] = Module.ctx.createBuffer();
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempIndexBuffers[curr]);
GL.tempIndexBuffers[curr] = Module.ctx.createBuffer();
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempIndexBuffers[curr]);
Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
last = size;
}
this.tempBufferIndexLookup[i] = curr;
GL.tempBufferIndexLookup[i] = curr;
}
if (quads) {
// GL_QUAD indexes can be precalculated
this.tempQuadIndexBuffer = Module.ctx.createBuffer();
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer);
var numIndexes = this.MAX_TEMP_BUFFER_SIZE >> 1;
GL.tempQuadIndexBuffer = Module.ctx.createBuffer();
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
var numIndexes = GL.MAX_TEMP_BUFFER_SIZE >> 1;
var quadIndexes = new Uint16Array(numIndexes);
var i = 0, v = 0;
while (1) {