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contextChange()
{
const gl = this.renderer.gl;
if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)
{
this.MAX_TEXTURES = 1;
}
else
{
// step 1: first check max textures the GPU can handle.
this.MAX_TEXTURES = Math.min(
gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),
settings.SPRITE_MAX_TEXTURES);
// step 2: check the maximum number of if statements the shader can have too..
this.MAX_TEXTURES = checkMaxIfStatementsInShader(
this.MAX_TEXTURES, gl);
}
this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);
contextChange()
{
const gl = this.renderer.gl;
if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)
{
this.MAX_TEXTURES = 1;
}
else
{
// step 1: first check max textures the GPU can handle.
this.MAX_TEXTURES = Math.min(
gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),
settings.SPRITE_MAX_TEXTURES);
// step 2: check the maximum number of if statements the shader can have too..
this.MAX_TEXTURES = checkMaxIfStatementsInShader(
this.MAX_TEXTURES, gl);
}
this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);
contextChange()
{
const gl = this.renderer.gl;
if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)
{
this.MAX_TEXTURES = 1;
}
else
{
// step 1: first check max textures the GPU can handle.
this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);
// step 2: check the maximum number of if statements the shader can have too..
this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);
}
// generate generateMultiTextureProgram, may be a better move?
this.shader = generateMultiTextureShader(gl, this.MAX_TEXTURES);
// we use the second shader as the first one depending on your browser may omit aTextureId
* The maximum support for using WebGL. If a device does not
* support WebGL version, for instance WebGL 2, it will still
* attempt to fallback support to WebGL 1. If you want to
* explicitly remove feature support to target a more stable
* baseline, prefer a lower environment.
*
* Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}
* we disable webgl2 by default for all non-apple mobile devices.
*
* @static
* @name PREFER_ENV
* @memberof PIXI.settings
* @type {number}
* @default PIXI.ENV.WEBGL2
*/
settings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;
/**
* If set to `true`, Textures and BaseTexture objects stored
* in the caches ({@link PIXI.utils.TextureCache TextureCache} and
* {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can *only* be
* used when calling {@link PIXI.Texture.from Texture.from} or
* {@link PIXI.BaseTexture.from BaseTexture.from}.
* Otherwise, these `from` calls throw an exception. Using this property
* can be useful if you want to enforce preloading all assets with
* {@link PIXI.Loader Loader}.
*
* @static
* @name STRICT_TEXTURE_CACHE
* @memberof PIXI.settings
* @type {boolean}
* @default false