Maksim Krylosov

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I found discussion about same issue https://www.gamedev.net/forums/topic/524172-glgetattriblocation-and-a--1-return-value/ Looks like compiler optimizes shader code, and removes unused variable. If you look at shader code that used for NON-multi-textured case Vertex shader:...

shader has 4 attributes ``` 'attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'attribute float aTextureIndex;', ``` `aVertexPosition` - index 0 `aTextureCoord` - index 1 `aColor` - index 2...

actually we dont know what indexes compiler will set to attributes may be it would be cleaner way to check if attribute exists in `flush` method of `WebGLSpriteBatch` https://github.com/photonstorm/phaser-ce/blob/9192c3d085bd3a412cd40633fcdda5da59a2864a/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js#L584 ```...