Bugs, cleaning, and tutorial improved
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@@ -179,3 +179,18 @@ L3D.MousePointer.prototype.clear = function(force) {
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this.render(L3D.MousePointer.NONE, force);
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};
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/**
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* Sets the size of the canvas
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* @param {Number} width the new width of the canvas
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* @param {Number} height the new height of the canvas
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*/
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L3D.MousePointer.prototype.setSize = function(width, height) {
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this.domElement.width = width;
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this.domElement.height = height;
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this.render(this.style, true);
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};
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@@ -173,3 +173,8 @@ L3D.Previewer.prototype.setPosition = function(x, y) {
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this.mouse.x = x;
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this.mouse.y = y;
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}
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L3D.Previewer.prototype.setSize = function(width, height) {
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this.domElement.width = width;
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this.domElement.height = height;
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}
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@@ -30,11 +30,12 @@ L3D.StartCanvas = function(camera) {
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};
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/**
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* Shows the canvas with a string in the middle of it
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* Shows the canvas with a string in the middle of it (not done if already shown)
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* @param {Boolean} force force the rendering
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*/
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L3D.StartCanvas.prototype.render = function() {
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L3D.StartCanvas.prototype.render = function(force) {
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if (!this.shown) {
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if (!this.shown || force) {
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this.ctx.fillStyle = 'white';
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this.ctx.globalAlpha = 0.7;
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@@ -67,3 +68,19 @@ L3D.StartCanvas.prototype.clear = function() {
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}
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};
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/**
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* Sets the size of the canvas
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* @param {Number} width new width of the canvas
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* @param {Number} height new height of the canvas
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*/
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L3D.StartCanvas.prototype.setSize = function(width, height) {
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this.domElement.width = width;
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this.domElement.height = height;
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// If the canvas was shown, redraw it
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if (this.shown)
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this.render(true);
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}
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