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@@ -653,7 +653,10 @@ class RenderWebGL extends EventEmitter {
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gl.clearColor(...this._backgroundColor4f);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection, {
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framebufferWidth: gl.canvas.width,
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framebufferHeight: gl.canvas.height
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});
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if (this._snapshotCallbacks.length > 0) {
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const snapshot = gl.canvas.toDataURL();
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this._snapshotCallbacks.forEach(cb => cb(snapshot));
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@@ -1132,114 +1135,6 @@ class RenderWebGL extends EventEmitter {
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return Number(hit);
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}
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/**
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* @typedef DrawableExtractionOld
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* @property {Uint8Array} data Raw pixel data for the drawable
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* @property {int} width Drawable bounding box width
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* @property {int} height Drawable bounding box height
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* @property {Array<number>} scratchOffset [x, y] offset in Scratch coordinates
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* from the drawable position to the client x, y coordinate
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* @property {int} x The x coordinate relative to drawable bounding box
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* @property {int} y The y coordinate relative to drawable bounding box
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*/
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/**
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* Return drawable pixel data and picking coordinates relative to the drawable bounds
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* @param {int} drawableID The ID of the drawable to get pixel data for
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* @param {int} x The client x coordinate of the picking location.
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* @param {int} y The client y coordinate of the picking location.
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* @return {?DrawableExtractionOld} Data about the picked drawable
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* @deprecated Use {@link extractDrawableScreenSpace} instead.
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*/
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extractDrawable (drawableID, x, y) {
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this._doExitDrawRegion();
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const drawable = this._allDrawables[drawableID];
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if (!drawable) return null;
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// Convert client coordinates into absolute scratch units
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const scratchX = this._nativeSize[0] * ((x / this._gl.canvas.clientWidth) - 0.5);
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const scratchY = this._nativeSize[1] * ((y / this._gl.canvas.clientHeight) - 0.5);
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const gl = this._gl;
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const bounds = drawable.getFastBounds();
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bounds.snapToInt();
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// Set a reasonable max limit width and height for the bufferInfo bounds
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const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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const clampedWidth = Math.min(2048, bounds.width, maxTextureSize);
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const clampedHeight = Math.min(2048, bounds.height, maxTextureSize);
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// Make a new bufferInfo since this._queryBufferInfo is limited to 480x360
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const attachments = [
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{format: gl.RGBA},
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{format: gl.DEPTH_STENCIL}
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];
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const bufferInfo = twgl.createFramebufferInfo(gl, attachments, clampedWidth, clampedHeight);
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try {
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// If the new bufferInfo is invalid, fall back to using the smaller _queryBufferInfo
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twgl.bindFramebufferInfo(gl, bufferInfo);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
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twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
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}
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// Translate to scratch units relative to the drawable
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const pickX = scratchX - bounds.left;
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const pickY = scratchY + bounds.top;
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// Limit size of viewport to the bounds around the target Drawable,
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// and create the projection matrix for the draw.
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gl.viewport(0, 0, bounds.width, bounds.height);
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const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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try {
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gl.disable(gl.BLEND);
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// ImageData objects store alpha un-premultiplied, so draw with the `straightAlpha` draw mode.
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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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} finally {
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gl.enable(gl.BLEND);
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}
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const data = new Uint8Array(Math.floor(bounds.width * bounds.height * 4));
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gl.readPixels(0, 0, bounds.width, bounds.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
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if (this._debugCanvas) {
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this._debugCanvas.width = bounds.width;
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this._debugCanvas.height = bounds.height;
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const ctx = this._debugCanvas.getContext('2d');
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const imageData = ctx.createImageData(bounds.width, bounds.height);
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imageData.data.set(data);
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ctx.putImageData(imageData, 0, 0);
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ctx.beginPath();
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ctx.arc(pickX, pickY, 3, 0, 2 * Math.PI, false);
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ctx.fillStyle = 'white';
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ctx.fill();
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ctx.lineWidth = 1;
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ctx.strokeStyle = 'black';
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ctx.stroke();
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}
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return {
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data: data,
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width: bounds.width,
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height: bounds.height,
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scratchOffset: [
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-scratchX + drawable._position[0],
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-scratchY - drawable._position[1]
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],
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x: pickX,
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y: pickY
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};
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} finally {
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gl.deleteFramebuffer(bufferInfo.framebuffer);
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}
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}
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/**
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* @typedef DrawableExtraction
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* @property {ImageData} data Raw pixel data for the drawable
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@@ -1317,9 +1212,15 @@ 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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@@ -1821,18 +1722,6 @@ class RenderWebGL extends EventEmitter {
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this._regionId = null;
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}
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/**
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* Get the screen-space scale of a drawable, as percentages of the drawable's "normal" size.
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* @param {Drawable} drawable The drawable whose screen-space scale we're fetching.
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* @returns {Array<number>} The screen-space X and Y dimensions of the drawable's scale, as percentages.
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*/
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_getDrawableScreenSpaceScale (drawable) {
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return [
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drawable.scale[0] * this._gl.canvas.width / this._nativeSize[0],
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drawable.scale[1] * this._gl.canvas.height / this._nativeSize[1]
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];
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}
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/**
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* Draw a set of Drawables, by drawable ID
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* @param {Array<int>} drawables The Drawable IDs to draw, possibly this._drawList.
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@@ -1843,6 +1732,8 @@ class RenderWebGL extends EventEmitter {
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* @param {object.<string,*>} opts.extraUniforms Extra uniforms for the shaders.
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* @param {int} opts.effectMask Bitmask for effects to allow
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* @param {boolean} opts.ignoreVisibility Draw all, despite visibility (e.g. stamping, touching color)
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* @param {int} opts.framebufferWidth The width of the framebuffer being drawn onto. Defaults to "native" width
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* @param {int} opts.framebufferHeight The height of the framebuffer being drawn onto. Defaults to "native" height
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* @private
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*/
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_drawThese (drawables, drawMode, projection, opts = {}) {
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@@ -1850,6 +1741,11 @@ class RenderWebGL extends EventEmitter {
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const gl = this._gl;
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let currentShader = null;
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const framebufferSpaceScaleDiffers = (
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'framebufferWidth' in opts && 'framebufferHeight' in opts &&
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opts.framebufferWidth !== this._nativeSize[0] && opts.framebufferHeight !== this._nativeSize[1]
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);
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const numDrawables = drawables.length;
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for (let drawableIndex = 0; drawableIndex < numDrawables; ++drawableIndex) {
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const drawableID = drawables[drawableIndex];
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@@ -1864,8 +1760,13 @@ class RenderWebGL extends EventEmitter {
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// the ignoreVisibility flag is used (e.g. for stamping or touchingColor).
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if (!drawable.getVisible() && !opts.ignoreVisibility) continue;
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// Combine drawable scale with the native vs. backing pixel ratio
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const drawableScale = this._getDrawableScreenSpaceScale(drawable);
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// drawableScale is the "framebuffer-pixel-space" scale of the drawable, as percentages of the drawable's
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// "native size" (so 100 = same as skin's "native size", 200 = twice "native size").
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// If the framebuffer dimensions are the same as the stage's "native" size, there's no need to calculate it.
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const drawableScale = framebufferSpaceScaleDiffers ? [
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drawable.scale[0] * opts.framebufferWidth / this._nativeSize[0],
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drawable.scale[1] * opts.framebufferHeight / this._nativeSize[1]
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] : drawable.scale;
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// If the skin or texture isn't ready yet, skip it.
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if (!drawable.skin || !drawable.skin.getTexture(drawableScale)) continue;
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@@ -2097,7 +1998,7 @@ class RenderWebGL extends EventEmitter {
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}
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// :3
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RenderWebGL.prototype.canHazPixels = RenderWebGL.prototype.extractDrawable;
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RenderWebGL.prototype.canHazPixels = RenderWebGL.prototype.extractDrawableScreenSpace;
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/**
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* Values for setUseGPU()
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