adroitwhiz 26d2677409 Also pass in drawable to useNearest
This makes the code messier but I'm not sure what else to do since the
texture filtering method to be used depends on the drawable's properties
(e.g. transform, enabled effects). We still need to pass in the scale
separately because in the main rendering path, we multiply it by the
screen-space scale factor.
2020-09-30 17:05:17 -04:00
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scratch-render

WebGL-based rendering engine for Scratch 3.0

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Installation

npm install https://github.com/LLK/scratch-render.git

Setup

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Scratch WebGL rendering demo</title>
    </head>

    <body>
        <canvas id="myStage"></canvas>
        <canvas id="myDebug"></canvas>
    </body>
</html>
var canvas = document.getElementById('myStage');
var debug = document.getElementById('myDebug');

// Instantiate the renderer
var renderer = new require('scratch-render')(canvas);

// Connect to debug canvas
renderer.setDebugCanvas(debug);

// Start drawing
function drawStep() {
    renderer.draw();
    requestAnimationFrame(drawStep);
}
drawStep();

// Connect to worker (see "playground" example)
var worker = new Worker('worker.js');
renderer.connectWorker(worker);

Standalone Build

npm run build
<script src="/path/to/render.js"></script>
<script>
    var renderer = new window.RenderWebGLLocal();
    // do things
</script>

Testing

npm test

Donate

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Description
No description provided
Readme 6.4 MiB
Languages
JavaScript 91.9%
GLSL 4.6%
HTML 3.5%