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4 Commits
greenkeepe
...
greenkeepe
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d93c631928 | ||
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58aa05c0a7 | ||
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ae23bb5e56 | ||
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99d14f0e16 |
@@ -30,9 +30,9 @@
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"babel-polyfill": "^6.22.0",
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"babel-preset-env": "^1.6.1",
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"chromeless": "^1.5.1",
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"copy-webpack-plugin": "^5.0.5",
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"copy-webpack-plugin": "^4.5.1",
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"docdash": "^0.4.0",
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"eslint": "^4.6.1",
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"eslint": "^6.7.1",
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"eslint-config-scratch": "^5.0.0",
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"gh-pages": "^1.0.0",
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"jsdoc": "^3.5.5",
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@@ -461,7 +461,9 @@ class Drawable {
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const localPosition = getLocalPosition(this, vec);
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if (this.useNearest) {
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// We're not passing in a scale to useNearest, but that's okay because "touching" queries
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// happen at the "native" size anyway.
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if (this.useNearest()) {
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return this.skin.isTouchingNearest(localPosition);
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}
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return this.skin.isTouchingLinear(localPosition);
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@@ -469,8 +471,10 @@ class Drawable {
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/**
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* Should the drawable use NEAREST NEIGHBOR or LINEAR INTERPOLATION mode
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* @param {?Array<Number>} scale Optionally, the screen-space scale of the drawable.
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* @return {boolean} True if the drawable should use nearest-neighbor interpolation.
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*/
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get useNearest () {
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useNearest (scale = this.scale) {
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// Raster skins (bitmaps) should always prefer nearest neighbor
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if (this.skin.isRaster) {
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return true;
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@@ -492,8 +496,8 @@ class Drawable {
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}
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// If the scale of the skin is very close to 100 (0.99999 variance is okay I guess)
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if (Math.abs(this.scale[0]) > 99 && Math.abs(this.scale[0]) < 101 &&
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Math.abs(this.scale[1]) > 99 && Math.abs(this.scale[1]) < 101) {
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if (Math.abs(scale[0]) > 99 && Math.abs(scale[0]) < 101 &&
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Math.abs(scale[1]) > 99 && Math.abs(scale[1]) < 101) {
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return true;
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}
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return false;
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@@ -685,7 +689,7 @@ class Drawable {
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}
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const textColor =
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// commenting out to only use nearest for now
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// drawable.useNearest ?
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// drawable.useNearest() ?
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drawable.skin._silhouette.colorAtNearest(localPosition, dst);
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// : drawable.skin._silhouette.colorAtLinear(localPosition, dst);
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return EffectTransform.transformColor(drawable, textColor, textColor);
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@@ -1733,7 +1733,7 @@ class RenderWebGL extends EventEmitter {
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if (uniforms.u_skin) {
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twgl.setTextureParameters(
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gl, uniforms.u_skin, {minMag: drawable.useNearest ? gl.NEAREST : gl.LINEAR}
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gl, uniforms.u_skin, {minMag: drawable.useNearest(drawableScale) ? gl.NEAREST : gl.LINEAR}
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);
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}
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