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fix handling of engine.render

This commit is contained in:
liabru 2015-07-05 15:57:12 +01:00
parent d22b1b4915
commit c46e9155e2
2 changed files with 13 additions and 5 deletions

View file

@ -56,11 +56,13 @@ var Engine = {};
var engine = Common.extend(defaults, options); var engine = Common.extend(defaults, options);
if (element && !engine.render) { if (element || engine.render) {
engine.render = { var renderDefaults = {
element: element, element: element,
controller: Render controller: Render
}; };
engine.render = Common.extend(renderDefaults, engine.render);
} }
if (engine.render && engine.render.controller) { if (engine.render && engine.render.controller) {

View file

@ -105,14 +105,20 @@ var Runner = {};
Events.trigger(engine, 'tick', event); Events.trigger(engine, 'tick', event);
// if world has been modified, clear the render scene graph // if world has been modified, clear the render scene graph
if (engine.world.isModified && engine.render.controller.clear) if (engine.world.isModified
&& engine.render
&& engine.render.controller
&& engine.render.controller.clear) {
engine.render.controller.clear(engine.render); engine.render.controller.clear(engine.render);
}
// update // update
Engine.update(engine, delta, correction); Engine.update(engine, delta, correction);
// render // render
if (engine.render) {
Engine.render(engine); Engine.render(engine);
}
Events.trigger(engine, 'afterTick', event); Events.trigger(engine, 'afterTick', event);
})(); })();