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*/
this.vertSize = 5;
/**
* The size of the vertex information in bytes.
*
* @member {number}
*/
this.vertByteSize = this.vertSize * 4;
/**
* The number of images in the SpriteRenderer before it flushes.
*
* @member {number}
*/
this.size = settings.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop
// the total number of bytes in our batch
// let numVerts = this.size * 4 * this.vertByteSize;
this.buffers = [];
for (let i = 1; i <= bitTwiddle.nextPow2(this.size); i *= 2)
{
this.buffers.push(new BatchBuffer(i * 4 * this.vertByteSize));
}
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
*/
this.indices = createIndicesForQuads(this.size);
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
this.state = State.for2d();
/**
* The number of bufferable objects before a flush
* occurs automatically.
*
* @member {number}
* @default settings.SPRITE_BATCH_SIZE * 4
*/
this.size = settings.SPRITE_BATCH_SIZE * 4;
/**
* Total count of all vertices used by the currently
* buffered objects.
*
* @member {number}
* @private
*/
this._vertexCount = 0;
/**
* Total count of all indices used by the currently
* buffered objects.
*
* @member {number}
* @private