mirror of
https://github.com/tiennm99/fbird.git
synced 2026-06-18 00:47:41 +00:00
67 lines
2.4 KiB
JavaScript
Vendored
67 lines
2.4 KiB
JavaScript
Vendored
/****************************************************************************
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Copyright (c) 2017 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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sp.SkeletonTexture = function (image) {
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sp.spine.Texture.call(this, image);
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};
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cc.inherits(sp.SkeletonTexture, sp.spine.Texture);
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cc.extend(sp.SkeletonTexture.prototype, {
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name: 'sp.SkeletonTexture',
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_texture: null,
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setRealTexture: function(tex) {
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this._texture = tex;
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},
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getRealTexture: function() {
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return this._texture;
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},
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setFilters: function(minFilter, magFilter) {
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if (cc._renderType === cc.game.RENDER_TYPE_WEBGL) {
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var gl = cc._renderContext;
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this.bind();
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
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}
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},
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setWraps: function(uWrap, vWrap) {
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if (cc._renderType === cc.game.RENDER_TYPE_WEBGL) {
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var gl = cc._renderContext;
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this.bind();
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
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}
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},
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dispose: function() {
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},
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bind: function() {
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if (cc._renderType === cc.game.RENDER_TYPE_WEBGL) {
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cc.glBindTexture2D(this._texture);
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}
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}
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}); |