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Changing view.x / view.y positions viewport correctly #6

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Changing view.x / view.y positions viewport correctly #6

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@joaBaur joaBaur commented Jun 30, 2014

Not sure if this._pRenderer._pStageGL.x / .y is the best way to access
these StageGL properties

Not sure if this._pRenderer._pStageGL.x / .y is the best way to access
these StageGL properties
… null

Line 95 of the iRegisterEntity function could be changed the same way,
just to be sure (has not thrown an exception in my project yet)
When calling removeChild(), an "_iAssignedPartition ist NULL" is thrown
when the child does not have an _explicitPartition set. This can be
fixed by calling „this._pUpdateImplicitPartition(null);“ AFTER
„this._iSetScene(null);“, so that the _pImplicitPartition of the child
is not null also.
When calling renderer.queueSnapshot(), a buffer overrun („"ByteArray
out of bounds read.“) is logged by ByteArray.readUnsignedInt() after
1/4 of the image data buffer has been processed.

This happens because the bitmapData.setPixels() function calls
inputByteArray.readUnsignedInt() 4 times within a loop iteration, where
it should only request the unsigned int one time and split it into the
RGBA components (like setPixel() and  setPixel32() do).

Also the loops had to be changed (the outer loop iterates over the
y/height, the inner loop over the x/width), and the outer loop has to
decrease the height value instead of increasing it, to compensate for
the different y orientations of bitmaps and WebGL
The top and bottom caps were not rendered, because the faces/triangles
were created with wrong indices (I compared the resulting indices array
to the corresponding RawIndices array of the ActionScript
CylinderPrefab to find the correct order)
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