reset()
    {
        // unbind any VAO if they exist..
        if (this.nativeVaoExtension)
        {
            this.nativeVaoExtension.bindVertexArrayOES(null);
        }

        // reset flipY
        this.renderer.gl.pixelStorei(this.renderer.gl.UNPACK_FLIP_Y_WEBGL, false);

        // force setting each state flag to default values
        Object.keys(RenderState.FLAG).forEach((k) =>
        {
            this.enable(RenderState.FLAG[k], RenderState.defaultStateFlags.isSet(RenderState.FLAG[k]), true);
        });

        // this.setBlendMode(BlendMode.NORMAL, true);
        this.setShader(null, true);
        this.setRenderTarget(null, true);
    }
/**
     * Resets the state and disables the VAOs.
     *
     */
Resets the state and disables the VAOs.
Resets the state and disables the VAOs .
reset()
    {
        if (this.nativeVaoExtension)
        {
            this.nativeVaoExtension.bindVertexArrayOES(null);
        }
        this.renderer.gl.pixelStorei(this.renderer.gl.UNPACK_FLIP_Y_WEBGL, false);
        Object.keys(RenderState.FLAG).forEach((k) =>
        {
            this.enable(RenderState.FLAG[k], RenderState.defaultStateFlags.isSet(RenderState.FLAG[k]), true);
        });
        this.setShader(null, true);
        this.setRenderTarget(null, true);
    }
reset ( ) { if ( this . nativeVaoExtension ) { this . nativeVaoExtension . bindVertexArrayOES ( null ) ; } this . renderer . gl . pixelStorei ( this . renderer . gl . UNPACK_FLIP_Y_WEBGL , false ) ; Object . keys ( RenderState . FLAG ) . forEach ( ( k ) => { this . enable ( RenderState . FLAG [ k ] , RenderState . defaultStateFlags . isSet ( RenderState . FLAG [ k ] ) , true ) ; } ) ; this . setShader ( null , true ) ; this . setRenderTarget ( null , true ) ; }
Resets the state and disables the VAOs.
Resets the state and disables the VAOs .
// unbind any VAO if they exist.. // reset flipY // force setting each state flag to default values // this.setBlendMode(BlendMode.NORMAL, true);