@@ -101,7 +101,6 @@ cc.s_globalOrderOfArrival = 1;
101101 * @property {Number } skewX - Skew x
102102 * @property {Number } skewY - Skew y
103103 * @property {Number } zIndex - Z order in depth which stands for the drawing order
104- * @property {Number } vertexZ - WebGL Z vertex of this node, z order works OK if all the nodes uses the same openGL Z vertex
105104 * @property {Number } rotation - Rotation of node
106105 * @property {Number } rotationX - Rotation on x axis
107106 * @property {Number } rotationY - Rotation on y axis
@@ -130,7 +129,6 @@ cc.s_globalOrderOfArrival = 1;
130129 */
131130cc . Node = cc . Class . extend ( /** @lends cc.Node# */ {
132131 _localZOrder : 0 , ///< Local order (relative to its siblings) used to sort the node
133- _vertexZ : 0.0 ,
134132
135133 _rotationX : 0 ,
136134 _scaleX : 1.0 ,
@@ -421,33 +419,6 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
421419 this . setLocalZOrder ( z ) ;
422420 } ,
423421
424- /**
425- * Returns WebGL Z vertex of this node.
426- * @function
427- * @return {Number } WebGL Z vertex of this node
428- */
429- getVertexZ : function ( ) {
430- return this . _vertexZ ;
431- } ,
432-
433- /**
434- * <p>
435- * Sets the real WebGL Z vertex. <br/>
436- * <br/>
437- * Differences between openGL Z vertex and cocos2d Z order: <br/>
438- * - WebGL Z modifies the Z vertex, and not the Z order in the relation between parent-children <br/>
439- * - WebGL Z might require to set 2D projection <br/>
440- * - cocos2d Z order works OK if all the nodes uses the same WebGL Z vertex. eg: vertexZ = 0 <br/>
441- * <br/>
442- * @warning Use it at your own risk since it might break the cocos2d parent-children z order
443- * </p>
444- * @function
445- * @param {Number } Var
446- */
447- setVertexZ : function ( Var ) {
448- this . _vertexZ = Var ;
449- } ,
450-
451422 /**
452423 * Returns the rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node clockwise.
453424 * @function
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