Defend renderer against NaN or non-number sprite size #199
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Related to leopard-js/leopard-mentors#4.
The main substantive change here is that
Renderer.renderSprite
will now always treat sprites with NaN or non-numbersize
as being 100%. This isn't "right" per se - "set size to NaN" is equal to "set size to 0" - but sprites should never be size NaN anyway, and I figure "treating as 100%" is more clearly-broken behavior than "treating as literally invisible". (Matching Scratch exactly would mean setting the size to the minimum valid size for that sprite's current costume, which the renderer isn't suited to handle on its own.)Secondary changes include warnings in the
SpeechBubbleSkin.getTexture
andVectorSkin.getTexture
interfaces, which expect a non-NaN scale, and some light refactoring forVectorSkin._getMipmap
andRenderer.renderSprite
.This doesn't fix the case project (leopard-js/leopard-mentors#4), but it does clarify the error from a generic
WebGL: INVALID_VALUE: texImage2D: no canvas
intoExpected a number, sprite TiledChevron size is NaN. Treating as 100%.
.