Pass size to _drawThese when extracting drawable
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@ -1320,9 +1320,15 @@ class RenderWebGL extends EventEmitter {
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Don't apply the ghost effect. TODO: is this an intentional design decision?
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this._drawThese([drawableID], ShaderManager.DRAW_MODE.straightAlpha, projection,
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{effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask});
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{
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// Don't apply the ghost effect. TODO: is this an intentional design decision?
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effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask,
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// We're doing this in screen-space, so the framebuffer dimensions should be those of the canvas in
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// screen-space. This is used to ensure SVG skins are rendered at the proper resolution.
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framebufferWidth: canvas.width,
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framebufferHeight: canvas.height
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});
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const data = new Uint8Array(Math.floor(clampedWidth * clampedHeight * 4));
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gl.readPixels(0, 0, clampedWidth, clampedHeight, gl.RGBA, gl.UNSIGNED_BYTE, data);
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